Results 1 to 10 of 1269

Dev. Posts

Hybrid View

  1. #1
    Player
    Gramul's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    5,203
    Character
    Eisen Gramul
    World
    Hyperion
    Main Class
    Blacksmith Lv 90
    Quote Originally Posted by IveraIvalice View Post
    ok this i wanted to comment on it
    im not quite sure what your trying to say here, i mean i get that canceling animations is possible but im not understanding how your explaining this should be done.
    canceling animations is the thing that makes all this possible without any quality loss in either gameplay or animations, and does not look bad (as someone else mentioned) because what some people dont realize is that even in the current system your doing it all the time and you dont notice, its just that some animations are keeping you in place because of the code and the specific animation, again canceling fixes that.
    what im confused about with what you said was that, it sounds like you saying that they should swap between the old rig from the current game when they want to use those polish animations and switch back to the new rigged character for the animations that are currently in the ARR engine.
    if thats what your trying to say that is either very very hard to do, or not possible. because since your characters skin is attached to the rig and the animations are baked in to the rig, your character would litterally be swaping from old version to new version every couple seconds, which is either very very hard or impossible. but they do have the old animations that they have in the current version that they can easily apply to the new characters rigs. because its tracked in mocap that can be set to the mocap so not a problem doing it with transfering animations from current rig to new rig. but your swap characters thing = very bad lol
    sorry not trying to sound rude or anything
    Not at all. First, let me start off by saying that swapping skeletons for meshes happens all the time, even for regular animation, you still need to switch between FK and IK rigs instantaneously (forward and inverse kinematics), so a skeleton swap shouldn't be out of the question. Now this is still under the concept that you would need a toggle to keep in the old animations and allow them to be canceled. Adding in the new animations by swapping skeletons really could be as simple as an immediate skeleton swap.



    Honestly, if they add new animations in later, it won't be an issue. I just don't want my momentum to completely vanish when I stop. It's so jarring against the visual style.
    (0)
    Last edited by Gramul; 09-16-2012 at 11:36 AM.

  2. #2
    Player
    IveraIvalice's Avatar
    Join Date
    Apr 2011
    Location
    Gridania
    Posts
    595
    Character
    Ivera Ivalice
    World
    Sargatanas
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Gramul View Post
    Not at all. First, let me start off by saying that swapping skeletons for meshes happens all the time, even for regular animation, you still need to switch between FK and IK rigs instantaneously (forward and inverse kinematics), so a skeleton swap shouldn't be out of the question. Now this is still under the concept that you would need a toggle to keep in the old animations and allow them to be canceled. Adding in the new animations by swapping skeletons really could be as simple as an immediate skeleton swap.



    Honestly, if they add new animations in later, it won't be an issue. I just don't want my momentum to completely vanish when I stop. It's so jarring against the visual style.
    the rigs with the IK and FK controls are normally used only in editing the animations outside of the game engine and deleted before importing it into the engine. there are engines that can handle importing the full rig with animation controls but im not sure if this game engine is designed to do that. but i have not heard of skeleton swaping in the way that your mentioning, because switching between FK and IK in rig set ups is'nt actually a swap, like if were talking about an FK arm rig with IK rig on it also, only the FK is bound to the skin and the IK arm exhists in the same spot using contraints to switch control, from FK to IK but the skin is always bound to one joint chain.
    its nice to hear someone else on the forums who knows about this stuff, i dont often have conversations about this stuff other then with fellow 3D artists i know

    i agree though, these animations need to be put back into the game engine, it was a great part of 1.0 and its just not the same without them, very technical and unfinished looking
    (1)
    Last edited by IveraIvalice; 09-16-2012 at 11:58 AM.