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  1. #1
    Player
    Mikita's Avatar
    Join Date
    Mar 2011
    Posts
    1,136
    Character
    Mikita Nightsong
    World
    Anima
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Canadane View Post
    I know this is an unpopular opinion but I miss 1.0's shroud. When you think of a thick forest away from the cities, you think of plenty of trees and an ease of getting lost. 1.0 shroud did this very well, with its winding trails and such it was easy to lose your way even with a map up.
    It was fittingly dangerous and spooky, especially with its original music "Emerald Labyrinth".

    I just went through some of my recordings and put together a short video from the old Black Shroud in case anyone wants to see what it was like to run through:
    https://www.youtube.com/watch?v=lW0MJ1rHHoE

    I loved the animation and weight our characters had in their movements -- you can see it when we come to pause a during our running.

    At the end of the video, we probably had several dozen people together to take down a treant -- of course you couldn't see everyone, but I think there were many more people there. lol
    This was back when Mog weapons were some of the strongest in the game, when Wrist Flick was a thing for stunning enemies, and the Level 99 treants could just one-shot anyone with 9999 damage.
    (4)

  2. #2
    Player
    DiaDeem's Avatar
    Join Date
    Jan 2014
    Location
    Ul'Dah
    Posts
    1,676
    Character
    Vivian Rysto
    World
    Leviathan
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Mikita View Post
    It was fittingly dangerous and spooky, especially with its original music "Emerald Labyrinth".

    I just went through some of my recordings and put together a short video from the old Black Shroud in case anyone wants to see what it was like to run through:
    https://www.youtube.com/watch?v=lW0MJ1rHHoE

    I loved the animation and weight our characters had in their movements -- you can see it when we come to pause a during our running.

    At the end of the video, we probably had several dozen people together to take down a treant -- of course you couldn't see everyone, but I think there were many more people there. lol
    This was back when Mog weapons were some of the strongest in the game, when Wrist Flick was a thing for stunning enemies, and the Level 99 treants could just one-shot anyone with 9999 damage.
    You didn't pet the Lalas
    Really cool vid though!
    (1)

  3. #3
    Player
    Fiel_Tana's Avatar
    Join Date
    Dec 2021
    Posts
    165
    Character
    F'iel Tana
    World
    Faerie
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Mikita View Post
    It was fittingly dangerous and spooky, especially with its original music "Emerald Labyrinth".

    I just went through some of my recordings and put together a short video from the old Black Shroud in case anyone wants to see what it was like to run through:
    https://www.youtube.com/watch?v=lW0MJ1rHHoE

    I loved the animation and weight our characters had in their movements -- you can see it when we come to pause a during our running.

    At the end of the video, we probably had several dozen people together to take down a treant -- of course you couldn't see everyone, but I think there were many more people there. lol
    This was back when Mog weapons were some of the strongest in the game, when Wrist Flick was a thing for stunning enemies, and the Level 99 treants could just one-shot anyone with 9999 damage.
    I wish we could have those run and movement animations back, they look so good!
    (1)

  4. #4
    Player
    Lihtleita's Avatar
    Join Date
    Jan 2018
    Posts
    936
    Character
    Lihtleita Lonstyrmwyn
    World
    Lich
    Main Class
    Marauder Lv 100
    Quote Originally Posted by Fiel_Tana View Post
    I wish we could have those run and movement animations back, they look so good!
    while they are good looking keep in mind a slow starting run or stop animation like in 1.0 would cause a lot of grief while dodging aoes.
    they had a similar problem in tomb raider angel of darkness. gorgeous, lovingly animated movements.....that you got sick of waiting to play out and would kill you sometimes.

    the little lean into turns would be nice to have back though
    (1)

  5. #5
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by Lihtleita View Post
    while they are good looking keep in mind a slow starting run or stop animation like in 1.0 would cause a lot of grief while dodging aoes.
    they had a similar problem in tomb raider angel of darkness. gorgeous, lovingly animated movements.....that you got sick of waiting to play out and would kill you sometimes.

    the little lean into turns would be nice to have back though
    Technically speaking that's what animation canceling and blending are for. I'm not saying it HAS to be smooth when using such techniques, often in action combat games it's purposefully not to ensure a stronger sense of weight and commitment (with very choice animation canceling actions), just that you can have reaaaallly good movement animations and not feel like you're a freight train. One suggestion I had way back when was to use those two above techniques with also a minor amount of elasticity to your point of detection (SE uses a literal pixel for our "in the bad, not in the bad")- so when you're changing movement your pixel would be slightly elastic to the direction you're facing (if you're trying to u turn out of red for example your character is blending beautifully and your pixel would be 'leaning' with the direction you're intending to go rather than directly under the center of your character).

    In combination I strongly feel it would be possible to have high quality, grounded, slightly weighted, movement animations while also not making your character impractical to use. Another solution, but quite substantially changes gameplay and so probably for another game would be to use something like many other games with strong animations use.. a dodge roll. To see dodge roll in an mmo space you could look GW2 and how that adjusts combat, some interesting changes in that you can dodge 'through' a marker. Wouldn't suggest that now, but could be a future game option.

    The main issue in that being a quality blending and canceling on thousands of players at once would (or at least could) be impractical, so you yourself would likely look like buttery rich goodness but everyone else would need to be like as we are now (or less players displayed on screen).
    (0)
    Last edited by Shougun; 08-15-2022 at 10:31 PM.

  6. #6
    Player
    ReynTime's Avatar
    Join Date
    Jan 2015
    Posts
    1,677
    Character
    Princess Walk
    World
    Cactuar
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by Lihtleita View Post
    while they are good looking keep in mind a slow starting run or stop animation like in 1.0 would cause a lot of grief while dodging aoes.
    they had a similar problem in tomb raider angel of darkness. gorgeous, lovingly animated movements.....that you got sick of waiting to play out and would kill you sometimes.

    the little lean into turns would be nice to have back though
    People bring this up from time to time but not only was the animation lock for walking or running NOT a thing, it's very trivial to prevent a lock from happening while still having it in. A lot of games do it.
    (0)

  7. #7
    Player
    Packetdancer's Avatar
    Join Date
    Oct 2019
    Location
    Gridania
    Posts
    1,948
    Character
    Khit Amariyo
    World
    Leviathan
    Main Class
    Sage Lv 100
    It's trivial now, with a limited number of characters, but you will see many many multiplayer games that potentially have like 30+ people in an area still skip doing IK locking.

    The game I'm building with a friend right now allows four players in online play; doing IK locking (both for foot placement and—as this game has parkour stiller movement—hand placement) and slope deformation is a no-brainer; it doesn't have a prohibitively high computational cost and makes everything look so much better.

    If I had an environment where I had the potential for 50+ characters in an area? I'd be a lot more careful about making that choice, as doing more than very basic dynamic IK (e.g. the sloppy and imprecise slope deformation many games use) would have implications for the minimum system requirements even today.

    When the ARR engine was put together, dynamic IK on that scale would've been an absolute non-starter on the PS3.
    (1)

  8. #8
    Player
    Espon's Avatar
    Join Date
    Aug 2013
    Posts
    969
    Character
    N'kilah Razhi
    World
    Cactuar
    Main Class
    Paladin Lv 100
    Quote Originally Posted by ReynTime View Post
    People bring this up from time to time but not only was the animation lock for walking or running NOT a thing, it's very trivial to prevent a lock from happening while still having it in. A lot of games do it.
    Except that it was? I distinctly remember being amazed at seeing my character slow to a stop when I stopped moving, or doing a bit of a skid when suddenly trying to run in the opposite direction. I was so used to WoW's movement at the time that I thought this was so neat.

    I wouldn't want it back, though. I've skidded off enough ledges or into enemies in platform games, I wouldn't want to have to deal with it when this game now focuses heavily on avoiding AoEs.
    (1)

  9. #9
    Player
    Lihtleita's Avatar
    Join Date
    Jan 2018
    Posts
    936
    Character
    Lihtleita Lonstyrmwyn
    World
    Lich
    Main Class
    Marauder Lv 100
    Quote Originally Posted by ReynTime View Post
    People bring this up from time to time but not only was the animation lock for walking or running NOT a thing, it's very trivial to prevent a lock from happening while still having it in. A lot of games do it.
    imagine being so confidentially wrong.
    The reason your character has a little floaty leg movement when you stop running in the current game is because you stop IMMEDIATELY. No slowing to a halt, no ramping speed when you start moving again like in 1.0.
    It may be POSSIBLE (but not practical i think) to add some clever animation magic in an mmo nowadays, but please keep in mind 1.0 was over ten years ago and 2.0 was built for a console.
    (1)

  10. #10
    Player
    Packetdancer's Avatar
    Join Date
    Oct 2019
    Location
    Gridania
    Posts
    1,948
    Character
    Khit Amariyo
    World
    Leviathan
    Main Class
    Sage Lv 100
    Quote Originally Posted by Lihtleita View Post
    It may be POSSIBLE (but not practical i think) to add some clever animation magic in an mmo nowadays, but please keep in mind 1.0 was over ten years ago and 2.0 was built for a console.
    So! Tech talk time. There are two main ways to do animation in video games, "root motion" and "in-place", and the main difference—at a high-level conceptual view—is that in root motion, the animation controls the movement, while in-place generally has the movement control the animation. To elaborate...

    "Root motion" means that the animation includes the movement data; if you loaded the animation file into an animation viewer, you would see the character literally move away from the origin point and walk across the screen. When using root motion, the character's animation will perfectly match their movements, because the movement was literally baked in by the animator. Nowadays, you can also do a bit of slope deformation and foot-placement IK so that the character still moves properly over (and stands correctly on) uneven terrain. Obviously, root motion is great for fidelity, and very well-suited to single-player games...

    But it is terrible for any multiplayer/online system. The last thing you want is to trust every client to take all movement from the animation, because if you cut an animation short... you'd have no way of knowing whether or not you stopped correctly on every system unless you tried to sync up animation by frame numbers, and that's just... it's a potential nightmare to keep player position and movement in sync across all clients in that scenario.

    Thus, most multiplayer systems that utilize root motion animation in any way will use them only for—to use the term that Unreal Engine uses—what are called "montages". These are animations (or sequences of animations) where you are guaranteed to play the entirety of the animation—a finishing move, a specific animation sequence played when opening a secret door, etc. In essence, a montage is an animation sequence which will never be cancelled or cut short.

    Conversely, "in place" animations are exactly what they sound like: the animation is entirely in one place, and if you loaded the animation into an animation viewer you would see the character basically running in place as if on a treadmill. Usually you'll include metadata tracks (such as the speed at which a character is moving) calculated from the animation, but rather than using those to determine how far a character has moved, generally you will instead use it to slightly change the animation speed if it does not exactly match the character speed. This means that instead of the animation being the authority on where you are, the server can be—very important in networked gaming!—and changing the animation speed to match your character's velocity can get you "close enough" to have minimal foot sliding.

    If "close enough" isn't good enough, you can engage in what's called IK locking. Which leads me to a brief digression...

    The two ways you can control a character's position are Forward Kinematics and Inverse Kinematics. Forward Kinematics is where you say "the shoulder is rotated this way, then the elbow is rotated this way, etc., and all of that means the hand is here"... basically, you move forward along the chain of bones/joints in a character rig. Most animation is stored as forward kinematics. Inverse Kinematics, unsurprisingly, goes the opposite direction, traveling backwards up the chain (from hand to wrist to elbow, etc.); instead of the place where a hand is being determined by all the previous bones, you instead say "the hand is here", and trust an IK solver to figure out what that means for how the wrist, elbow, shoulder, etc., need to be positioned.

    Obviously, this is more computationally expensive than Forward Kinematics, but not so much as to be prohibitive on modern systems.

    So "IK locking" is when you say "the foot touched the ground here, so it will remain in this spot until I say otherwise", and then for every frame of animation, you calculate the character pose and then move the foot back to that spot, and let the IK solver resolve how that changes the rest of the character's position; this means the feet will never slide, because you're altering the animation on the fly frame-by-frame to ensure they don't. Similarly, "slope deformation" is when, for every frame of animation, you shift the feet to whatever the different heights of terrain are, and let the IK solver recalculate the character's position/balance. Hence how a character can stand on uneven terrain in many games.

    (IK locking is generally not needed or used much for root motion systems, but slope deformation still is.)

    Now, IK locking is easily done for a couple of characters... but if you have many, many characters on screen all at once, that many IK solvers would start to get a bit much for a lot of systems, especially on the lower end. Thus, many MMOs do little to no IK -- generally just slope deformation, which you can kind of cheese to do very cheaply (computationally speaking). Adjusting animation speed helps to keep the sliding feel to a minimum. (In the case of FFXIV, I'm not actually sure they have IK data at all; so far as I can tell, this game works solely on Forward Kinematics, hence why we do not even have slope deformation and our character will stand with feet level even on uneven terrain.)

    Conversely, while I never poked around in the game engine back in 1.x, all the behavior I remember suggests to me that in the name of animation fidelity they used root motion animation. Which is a thought that strikes me as actually insane with regards to any sort of networked movement code, much less an MMO. And the only way that would be reasonably viable is if you treated all animations like montages... e.g., you did not blend between animations, and instead had many many small fragmentary animations, every one of which had to play out in full before the next one could start.

    If you divided the animations up into much smaller chunks than most games do, you could minimize this to some extent, but—for instance—even if you had a "running, left foot steps forward" and a "running, right foot steps forward", if someone tried to stop as the left foot had just begun to lift from the ground, you'd still have to play out the entire sequence until it was down again. (And at a run, this little bit of extra movement can be enough to carry you over the boundary you were trying to stop at.)

    Which, anything else aside, precisely matches my recollection of what movement in 1.x was like. So while I don't know that they used root motion, I sure suspect that was the case.

    (Here ends the lecture; I'd apologize for my verbosity, but... I mean, we all know I'm going to do it again soon enough. My signature on these forums even admits as much.)
    (3)
    Last edited by Packetdancer; 08-15-2022 at 10:27 AM.

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