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  1. #1001
    Player
    TaalAzura's Avatar
    Join Date
    Jul 2012
    Posts
    420
    Character
    Taal Kheru
    World
    Gilgamesh
    Main Class
    Carpenter Lv 60
    Useless 1000th post.
    (1)

  2. #1002
    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 TaalAzura View Post
    Useless 1000th post.
    You monster.
    (0)

  3. #1003
    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.

  4. #1004
    Player
    Rjain's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    594
    Character
    Rjain Midnight
    World
    Cactuar
    Main Class
    Pugilist Lv 90
    Since the announcement for ARR I've been excited about virtually every single thing about it. All of the new features and gameplay sounds like a complete godsend. It felt like it was the best possible thing that could of happened to the game.

    Unfortunately, these recent gameplay videos got me very worried. The animation is absolutely atrocious. Of course gameplay is more important, but personally the main thing that has kept me in XIV over the last couple of years (and away from other MMOs) is how beautiful the animations were and how lively my own character felt and the other NPCs felt. I find it strange that as much as I was (and still am for the most part) looking forward to all these gameplay changes, I feel as though the cut down on the animation will make ARR a miserable experience. I can't even play other MMOs now even ones I used to like because of how hooked I am to how the current version of XIV feels... not sure how I'm gonna play this one.

    To sum up the gravity of how gamebreaking this is for me, I'd wait another 8+ months to play ARR if it meant redoing the entire animation system.
    (4)
    Last edited by Rjain; 09-16-2012 at 07:44 PM.

  5. #1005
    Player
    Firon's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,565
    Character
    Firon Veleth
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    Didn't they add the choco whistle animation to the game in the live letter video i'm positive it was not there during the Gamescon video.
    (0)

  6. #1006
    Player
    Tonkra's Avatar
    Join Date
    May 2011
    Posts
    2,084
    Character
    Quichy Sturmbruch
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 59
    Quote Originally Posted by Firon View Post
    Didn't they add the choco whistle animation to the game in the live letter video i'm positive it was not there during the Gamescon video.
    yea.. because its a work-in-progess version..... as they said many times.

    Quote Originally Posted by Rjain View Post
    To sum up the gravity of how gamebreaking this is for me, I'd wait another 8+ months to play ARR if it meant redoing the entire animation system.
    oh god..

    PLD WS (Same animation like now)

    Same Movement animations..

    Same emote animations

    i mean have you even looked close to that animations and have you even noticed that these animations are mostly exactly the same? no it seems not.

    so with that in mind.. that mostly all of these animations we have right now... how can you call it a downgrade? ok... except the back pedaling.. and it seems that the movement animations are not finished yet

    "Work in progress"... "pre-alpha"... does tell you anything? the flaming about that, although the developers say all the time they did not wanted to show the early game version for now, is just so annoying. but now they see what they got.. ridiculous flaming posts of players who cant even look closely to the animations.

    save your energy for now.. and complain afterwards when you actually played the beta or whatever. this is just all about presumptions and thoughts how you think it is going to be.
    (0)
    Last edited by Tonkra; 09-16-2012 at 08:10 PM.

  7. #1007
    Player
    Zenaku's Avatar
    Join Date
    Mar 2011
    Location
    FL,Hialeah
    Posts
    5,526
    Character
    Zenaku Yamada
    World
    Cactuar
    Main Class
    Conjurer Lv 50
    I don't really see it at a downgrade sense seeing more in the live letter. I have to say it look really good for a pre-alpha the game look more alive then FFXIV 1.0.

    Sure it may be a downgrade for some of you now but when they add DX11 i bet that would make for it and remember this is pre-alpha wait for open beta or release and put all the setting at max
    (1)
    Tactics Ogre: Let Us Cling Together Autographed By "Akihiko Yoshida Tarot Card Sweepstakes Winner

  8. #1008
    Player
    Webster's Avatar
    Join Date
    Mar 2011
    Posts
    59
    Character
    Mino Veda
    World
    Ridill
    Main Class
    Gladiator Lv 50
    I wonder why there was no feedback on this durring the live letter - it's an obvious issue for a lot of people. And out of the 200 plus developers working on the game I'm sure they can't all agree the animation looks good in its current state.
    (1)

  9. #1009
    Player
    Tonkra's Avatar
    Join Date
    May 2011
    Posts
    2,084
    Character
    Quichy Sturmbruch
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 59
    Quote Originally Posted by Webster View Post
    I wonder why there was no feedback on this durring the live letter - it's an obvious issue for a lot of people. And out of the 200 plus developers working on the game I'm sure they can't all agree the animation looks good in its current state.

    i cant understand these opinions...

    these animations:

    PLD WS (Same animation like now)

    Same Movement animations..

    Same emote animations

    are almost exactly(!) the same animations which we have now. what gives you an other impression? is it the new graphics engine which uses a different color set? what is it to make you think the animations are so totally different?

    show it. except the movement animations are a little unfinished yet for a pre-alpha version. and thats obvious. but no need for whining around like cry babies.. *sigh* so annoying really..


    better SE never had shown anything till beta ...
    (0)
    Last edited by Tonkra; 09-16-2012 at 08:17 PM.

  10. #1010
    Player
    Rjain's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    594
    Character
    Rjain Midnight
    World
    Cactuar
    Main Class
    Pugilist Lv 90
    Quote Originally Posted by Tonkra View Post
    save your energy for now.. and complain afterwards when you actually played the beta or whatever. this is just all about presumptions and thoughts how you think it is going to be.
    Considering they came out and said "yeah we're removing the animations"... no.

    Have you done crafting? Have you done gathering? Pay attention to the gameplay in the live producer letter. The animations look archaic. Hitting a tree with a hatchet shows absolutely no weight, and the impact of hitting the tree doesn't even look like it had the slightest effect. There is back pedaling while walking, some characters run on the spot without even moving, characters no longer slow down or turn around, archer just looks horrendous compared to how nice it looks now, I could go on forever.

    As for weapon skills, they are sped up significantly and look a lot more static. It's like they cut out 30% of the key frames for some of the weapon skills.
    (2)

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