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  1. #1
    Player
    Zaireeka2025's Avatar
    Join Date
    Mar 2011
    Location
    Sirius B
    Posts
    397
    Character
    Sirius Dogstar
    World
    Goblin
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Shougun View Post
    Animations are not done by the server*, how we got onto "animation lock" and only solution is losing quality is wild.. I'm going to have to run through some pages....

    Animations are client side*, their engine having to play one animation after another and having server side lag (only data center is in japan) has made animation lock - redoing their engine code appropriately will fix this (server side lag will help reduce what used to appear as animation lock).

    *I say animations are client side (not done by server) because it means that your delays are all based on -their- programming and -your- systems strengths (or weaknesses). Play any FPS worth its pennies and you will see thousands of possible animations on each character transferring and rendering seamlessly - no "cant move while reloading" messages.

    There is no reason to be talking about "work around" when they are working from the ground up, thats basically saying "Its ok if you do a bad job on your engine code". No, they are writing their code now - lets make sure they do it right this time. Dont be an excusing fan please, let's instead be courteous pushers for greatness ..

    That being said - if they made some wonky code again and have to rewrite it to include 2 more movement animations I'd live with this new system. However, if they have any general sense of programming it shouldn't be set in stone yet (changing it - if not already possible should only be a few pages of code).

    Edit: Yoshida has previously talked about animation lock and that they are adding animation blending - this is to improve combat looks and to fix what animation lock intended.
    (That is animation blending, blends two distinct animations together getting a new animation - in theory if they made a good enough system they could also make characters feet actually stand on steps.... animation lock was originally in as a way to ensure characters couldn't break animations on different actions and then therefore look stupid - however this made fights like Ifrit hard for a bad reason (its also a cheap fix.. - animation blending is the way to go)).
    This is EXACTLY what I was thinking on a more basic level earlier in this thread. Animation lock has to do more with battle and timing with ability animations vs. casting effect. Well explained, Shougun. I may not be a programmer myself, but the basic concept should be evident based on what's been said about FFXIV 1.xx's animation lock issues. A new animation code is being programmed in from the ground up. There's no reason why we can't have fluid movement if (and I know I sound like a broken record) Guild Wars 2 can do it.

    /justsayin
    (3)

  2. #2
    Player
    Firon's Avatar
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    Mar 2011
    Location
    Ul'dah
    Posts
    2,565
    Character
    Firon Veleth
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Zaireeka2025 View Post
    This is EXACTLY what I was thinking on a more basic level earlier in this thread. Animation lock has to do more with battle and timing with ability animations vs. casting effect. Well explained, Shougun. I may not be a programmer myself, but the basic concept should be evident based on what's been said about FFXIV 1.xx's animation lock issues. A new animation code is being programmed in from the ground up. There's no reason why we can't have fluid movement if (and I know I sound like a broken record) Guild Wars 2 can do it.

    /justsayin
    Just saying they added /facetarget to stop the char cause the movements of the stop animation take forever.
    (0)

  3. #3
    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 Firon View Post
    Just saying they added /facetarget to stop the char cause the movements of the stop animation take forever.
    With animation blending "taking" forever or what have you is not an issue.

    Blending the stopping with your next action (casting, moving again, WS) is completely possible (though it sounds a little bit like magic or a crazy number of animations required - it however is just really cool math going on with only a few animation sets).

    Back in the day you used to have to wait for animations or break them or create hundreds of transition animations. Now you dont have to, and its not unreasonable to expect this. Specially since Yoshida said they are adding it.

    Perhaps the system wasn't completed at showing of the video we've seen. But being cautious to make sure they didn't create a incomplete animation blender or give up on blending animations is not unwarranted. I just wish our English representatives or the development team could respond on issues, perhaps this is expecting too much in the developers extremely crunched time - but I hope community representatives can respond to unique threads at least once (and then leave it up to the players to propagate that info as questions repeat).
    (3)

  4. #4
    Player HiirNoivl's Avatar
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    Mar 2011
    Posts
    3,642
    Character
    Hiir Noivl
    World
    Mateus
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Firon View Post
    Just saying they added /facetarget to stop the char cause the movements of the stop animation take forever.
    The stop motion will probably be removed completely.
    (0)