I don't get why they couldn't just keep the start/stop animations we had.As you have noticed from watching the Letter from the Producer Live video, when a player starts running from the standing position, they will start drifting. The development team is currently making adjustments to enhance how this looks aesthetically. While this will improve the current animation, it will not completely remove the sliding animations.
they were set animations that had a set movement speed. which required slow starts/stops to your running. Players complained (rightly so), because it, and other realistic animation problems caused locking issues.
SE has never been one to trust a computer to smoothly blend animations either, from what I've seen. So unless they adopt a system like what you saw in say, Jak and Daxter, don't expect this to fully go away.
Edit: Also, 1.0 wasn't flawless about sliding either~~~~~
and on this day, the thread was won
o.O
Never came across that whilst i was playing, i just hope sliding doesn't become the norm in battle... that i wouldn't be able to avoid.
I LOVED Jak and Daxter : <they were set animations that had a set movement speed. which required slow starts/stops to your running. Players complained (rightly so), because it, and other realistic animation problems caused locking issues.
SE has never been one to trust a computer to smoothly blend animations either, from what I've seen. So unless they adopt a system like what you saw in say, Jak and Daxter, don't expect this to fully go away.
Edit: Also, 1.0 wasn't flawless about sliding either~~~~~
"Thy life is a river to bear rapture and sorrow
To listen to suffer to entrust until tomorrow
In one fleeting moment, from the land doth life flow
Yet in one fleeting moment for the new leaf doth grow"
rofl
/tendamnedletters
That's hilarious - You win a cookie.they were set animations that had a set movement speed. which required slow starts/stops to your running. Players complained (rightly so), because it, and other realistic animation problems caused locking issues.
SE has never been one to trust a computer to smoothly blend animations either, from what I've seen. So unless they adopt a system like what you saw in say, Jak and Daxter, don't expect this to fully go away.
Edit: Also, 1.0 wasn't flawless about sliding either~~~~~
On the matter of Animations from 1.0 being replaced in 2.0 - All I really want is the best of both worlds; make the animations as realistic as you can, but make sure they're also not going to get us killed.
Watching someone attempt to kite, run for their lives while attacking, or try to dodge skills is hilarious when they're rooted to the ground because their skills say so, likewise, watching crafters and players drift about like they're Iceman defies the point of having realistic movement anyways.
You know, even more problematic is the fact that they also have to account for the fact that we can jump now to, so there's the issue of the Z-Axis in animations; It's not my job to worry about this type of work though, I honestly could not care so long as the animations work and I won't get killed because it.
EXACTLY - The little things are always there to improve on the bigger things... like Tessellation on stairs that aren't quite realistic enough, or Ifrit rubbing his butt after I've stuffed my spear up it for the 100th time.Note how I was talking about the start/stop animations we had for walking and running, not the animation lock we had on abilities. Those extra movement animations did not hinder your movement at all. Ever. Characters simply started running on a slightly different animation which then led to the normal one after a few steps (while keeping the same movement speed), and they stopped where they were meant to.
Last edited by Kavaskous; 04-25-2013 at 03:17 AM.
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ENTER IFRIT FIGHT
Me: "COME ON GUYS WE CAN DO THIS"
Plebs: "YEA WE GUN DO DIZ"
Plebs: "Shioban, avoid the patches on the ground, run quick!"
Me: "Okay!....wait...CASTING Curaga, STUCK IN ANIMATION LOCK. WTFrerw43242351211!!!1!"
Plebs: "NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!"
All plebs get stuck in animation lock casting spells and weapon skills and drop like a £1,000 vase on a tile floor.
Me: "Its okay, we can try 5,000 more times until we finally get it"
Note how I was talking about the start/stop animations we had for walking and running, not the animation lock we had on abilities. Those extra movement animations did not hinder your movement at all. Ever. Characters simply started running on a slightly different animation which then led to the normal one after a few steps (while keeping the same movement speed), and they stopped where they were meant to.ENTER IFRIT FIGHT
Me: "COME ON GUYS WE CAN DO THIS"
Plebs: "YEA WE GUN DO DIZ"
Plebs: "Shioban, avoid the patches on the ground, run quick!"
Me: "Okay!....wait...CASTING Curaga, STUCK IN ANIMATION LOCK. WTFrerw43242351211!!!1!"
Plebs: "NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!"
All plebs get stuck in animation lock casting spells and weapon skills and drop like a £1,000 vase on a tile floor.
Me: "Its okay, we can try 5,000 more times until we finally get it"
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