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  1. #1
    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 Skies View Post

    [Removed because its long - and I wanted to save screen space]
    Playing the animation is easy still. Pressing down, start animation 1 phase into animation 2, letting up, phase animation 2 into animation 3. When your character stops he doesn't have to rigidly stop - if you want to see a work of animations go play an Assassins Creed or watch #3 coming out. Ubisoft has got thousands of animations on that guy lol.
    (2)

  2. #2
    Player
    Skies's Avatar
    Join Date
    Nov 2011
    Location
    Ul'Dah
    Posts
    1,723
    Character
    Y'ahte Tia
    World
    Zalera
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Shougun View Post
    Playing the animation is easy still. Pressing down, start animation 1 phase into animation 2, letting up, phase animation 2 into animation 3. When your character stops he doesn't have to rigidly stop - if you want to see a work of animations go play an Assassins Creed or watch #3 coming out. Ubisoft has got thousands of animations on that guy lol.
    Yes, but the stop animation, animation 3 as you mention, has one more step on it, one last bit of forward movement.
    Are you suggesting the character simply marches in place for that, 'air pedalling'? Because far as I see, that would be the only way to keep the tight control and the stop animation.
    (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 Skies View Post
    Yes, but the stop animation, animation 3 as you mention, has one more step on it, one last bit of forward movement.
    Are you suggesting the character simply marches in place for that, 'air pedalling'? Because far as I see, that would be the only way to keep the tight control and the stop animation.
    For that I could suggest a few things.

    Make it actually force one more step, this would make running more realistic (go run and try to stop instantly.. dont hurt yourself please lol)

    Shorten the animation on the feet step and include the lean back as a symbol of stopping the momentum (lean back is already in current game - you would see a tiny lean back and step but it would make no difference in x and y).

    Add a -timed- time difference in animation 1 and 3 so that when phasing in and out you've only moved as far as you have run though it may appear you have taken a step your character was already at the point in memory (no control gained or lost, just an appearance of a step).


    I "think" they are doing more of an example three in the current game.
    (0)
    Last edited by Shougun; 09-06-2012 at 02:18 AM.