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  1. #1
    Player
    Rau's Avatar
    Join Date
    Mar 2011
    Posts
    2,143
    Character
    Rau Berlioz
    World
    Excalibur
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Rau View Post
    If it means I won't have to mash C to get my character to stop faster to cast spells, I am okay with it.

    I stand by this.
    (5)

  2. #2
    Player
    Soukyuu's Avatar
    Join Date
    Mar 2011
    Posts
    2,086
    Character
    Crim Soukyuu
    World
    Ragnarok
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Rau View Post
    If it means I won't have to mash C to get my character to stop faster to cast spells, I am okay with it.
    What mashing C did was force a sync with the server. It has nothing to do with "character stopping faster" as this is only perceived to be slower with inertia animation present. That means that with the new servers, once you release a movement key, the server will recognize your character is not moving even though the inertia animation hasn't stopped playing yet

    At least this is the logical thing to do. Whether "motion blending" animations include inertia or not is yet to be seen though. I'm just glad they confirmed not all animations are being included.

    Btw, I think the original post by Rukkiri only meant the motion captured animations were removed in favor of artificial ones. This would mean inertia and leaning can still be included, but skill animations can become less realistic (e.g. jumping above the realistic limit).

    IDK about costs etc, but personally, I would motion capture all movement animations and use synthetic ones for skills.
    (3)

    [ AMD Phenom II X4 970BE@4GHz | 12GB DDR3-RAM@CL7 | nVidia GeForce 260GTX OC | Crucial m4 SSD ]

  3. #3
    Player
    Efrye's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    280
    Character
    Fey Nafilia
    World
    Phoenix
    Main Class
    Bard Lv 74
    Quote Originally Posted by Soukyuu View Post
    [...] Whether "motion blending" animations include inertia or not is yet to be seen though. [...]
    Exactly. "Animation blending" as a technical term simply means that there is a soft transition between two individual animations. For the movement in 1.0 they don't use simple blending, but separate transition animations. (standing > start running > running > stop running > standing)

    Of course we don't know what Yoshi meant exactly, especially since we're only basing assumptions on a translation. But implementing animation blending alone definitely won't give us the smooth movement from 1.0.


    Side note: There was actually no blending for battle animations in 1.0, which has been bothering me since release. I hope they'll fix that for ARR.
    (3)

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