I don't think it needs to be a char. creation feature, it could just be a feature. I put my sword in my left and shield in my right. Switch it up whenever.
I don't think it needs to be a char. creation feature, it could just be a feature. I put my sword in my left and shield in my right. Switch it up whenever.
http://forum.square-enix.com/ffxiv/t...ion-Discussion
You could place the suggestion here. :3
I don't believe you could simply mirror things, they would have to manually rig the character's left hand to attack. If they simply mirrored it, then your character would still be attacking with their right hand...just backwards, which would mean your gear is also backwards during attack animations. Unless I'm just incredibly dumb and missed something obvious, which is more than possible
By no means am I a programming expert, but mirroring the animation isn't going to flip the whole model. It should be a simple matter of mirroring the model itself, so your weapon is on the right side.. then you draw it and hold it in the opposite fashion.I don't believe you could simply mirror things, they would have to manually rig the character's left hand to attack. If they simply mirrored it, then your character would still be attacking with their right hand...just backwards, which would mean your gear is also backwards during attack animations. Unless I'm just incredibly dumb and missed something obvious, which is more than possible
Mirroring animation is super easy, though they would still need to re-do a few animations (cutscenes mainly).
I fully support this idea.
Oh, I just realized they'd also need to change some models so things like the tiny shield on the WAR AF hand-piece. I don't know if that's as simple as mirroring.
Last edited by Raldo; 07-12-2012 at 12:33 PM.
It's not that easy, take Zelda the twilight princess for example. in order to make Link right handed they had to literally mirror the whole game so that Link would be right handed rather then left handed for the wii version. That's just one character model to lol.
Different system and different engine. Usually the programming platform will make things either easier or more difficult.
Again, the reason for this is that they couldn't mirror Link and nothing else, because it would have broken almost every animation in the game. For instance, opening a door. Link reaches out, grabs the doorknob, twits, and the door opens. If they were to have simply mirrored him, when he would reach out to open a door, he would have reached for the wrong side, twisted a nonexistent dorrknob, and the door would have swung open the wrong way. The reason they mirrored the whole game was so they wouldn't have to rig an entirely new set of animations. That's why I don't think adjusting for left handed characters would be as easy as everyone seems to think
We don't really have any doorknobs to twist, though. And you wouldn't need to mirror all animations, anyway. Left handed people open doors with the same hand as right handed people. It's more dependent on where the doorknob is located, not which is your dominant hand.
Emotes don't physically interact with any other objects in the game anyway, a /poke just pokes thin air, and it wouldn't matter if it poked thin air on your left side instead of your right. Battle animations are performed towards a target in front of them, and it wouldn't really matter if it visually swung from left to right instead of right to left.
The only places where which hand you're using would have to be manually edited would probably be in cut scenes, and not even all of those would have to be changed. Handshakes would be done with the same hand as before, some throw/catch animations might have to be adjusted, but overall, I don't think it would be a lot of work. The sooner you started taking it into account, the easier it would be to implement.
Last edited by Mirage; 07-12-2012 at 02:25 PM.
That's the thing, you can't just have some animations mirrored and others not. That would result in a sudden flip of the character model when preforming specifically mirrored animations. They would either have to flip the whole model for left handed characters (which would make gear on them backwards), or rig new left handed animations.
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