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Pgi, Please Do An Animation Pass On Recent Mechs.

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#1 Navid A1

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Posted 28 December 2014 - 10:53 AM

I understand that the developing timing schedule for the first clan package was very tight and you just wanted to push it out of the door so you don't miss the deadline. (with so many new mechanics introduced)

but now that you have time, and are considering providing faction camos for wave I, how about you do an animation pass on some mechs like direwolf/warhawk (twitching and edgy walking) or summoner (glitching arms)... or even kitfox/adder (rigid toes). Even the stalker can receive some love.

Unlike the timberwolf or maddog (which are somewhat acceptable), the rest seem un-polished, not tested and rushed. (even MW3 or MW4 had very smooth walking animations)

Summoner:
Spoiler

As Koniving demonstrated in his video here, the arm glitch on the summoner is very evident
Spoiler


Adder and Kitfox:
Spoiler


Storm Crow and Nova:
Spoiler





You guys did awesome jobs with animations for a catapult for example. It would be awesome if we could have the same quality for all of the mechs.

Just like art passes on the weapon visuals, i hope PGI will take another look on polishing these kind of sharp edges.


EDIT:
Thank you Russ for forwarding this to the art team:
http://mwomercs.com/...ost__p__4144622

Thank you Mr. Ramos for addressing the concerns:
http://mwomercs.com/...ost__p__4145712
http://mwomercs.com/...ost__p__4162740
http://mwomercs.com/...ost__p__4374031
we will eagerly wait for any update


Addressed:
Spoiler

Edited by Navid A1, 03 June 2015 - 01:39 AM.


#2 Sarlic

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Posted 28 December 2014 - 10:58 AM

Have you ever seen a fast Direwolf?

That walk is like a bunny on sterioids.

#3 Furious Zen Master

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Posted 28 December 2014 - 11:04 AM

Also fix the King Crab, it looks like it has a dislocated hip.

#4 Sarlic

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Posted 28 December 2014 - 11:06 AM

View PostMajor Tryhard, on 28 December 2014 - 11:04 AM, said:

Also fix the King Crab, it looks like it has a dislocated hip.


Why?
Posted Image

#5 Furious Zen Master

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Posted 28 December 2014 - 11:08 AM

View PostSarlic, on 28 December 2014 - 11:06 AM, said:


Why?
Posted Image


You are confused, that's the Atlas :)

#6 Navid A1

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Posted 28 December 2014 - 11:16 AM

View PostSarlic, on 28 December 2014 - 10:58 AM, said:

Have you ever seen a fast Direwolf?

That walk is like a bunny on sterioids.

you mean like this:


#7 Vassago Rain

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Posted 28 December 2014 - 11:18 AM

It's a beta.

View PostNavid A1, on 28 December 2014 - 11:16 AM, said:

you mean like this:



Look at the stormcrow in that video. That's even better than the daishi.

#8 MauttyKoray

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Posted 28 December 2014 - 11:21 AM

View PostSarlic, on 28 December 2014 - 11:06 AM, said:


Why?
Posted Image

View PostMajor Tryhard, on 28 December 2014 - 11:08 AM, said:


You are confused, that's the Atlas :)

Indeed, I would say the Crab is a black woman with a rear about twice that size.

Edited by MauttyKoray, 28 December 2014 - 11:22 AM.


#9 MoonUnitBeta

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Posted 28 December 2014 - 11:22 AM

And the stalker. And the warhawk.
The stalker especially needs some kind of leg snap to terrain... it looks hilarious when it walks over a little bump but the whole mech just rolls back and then flips forward again.

It's a bad kind of hilarious.
As in it's not funny at all and is painful to see kind of hilarious.

Edit: However, part of the reason the animations are not as fluid looking is because PGI threw out the side jointed knees. So where the animation get most of it's walking fluidity in those three examples from 2004 is lost because of clipping issues.

I have noticed a bit of clipping, even on humanoid bipeds like the hunchback (behind the knee). So I don't think it's going to break the game if we get some natural locomotion. The King Crab is a good start for Assaults. It's wobbly looking, but that looseness is what the DW, Stalker, and WH are missing.

Edited by MoonUnitBeta, 29 December 2014 - 01:35 PM.


#10 Vassago Rain

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Posted 28 December 2014 - 11:24 AM

Posted Image

Lostech inverse kinematics. Cryengine is obviously incompatible with this ancient, barely understood feature from 1995, despite MWO having it at one point.

#11 MoonUnitBeta

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Posted 28 December 2014 - 11:26 AM

View PostVassago Rain, on 28 December 2014 - 11:24 AM, said:

Posted Image

Lostech inverse kinematics. Cryengine is obviously incompatible with this ancient, barely understood feature from 1995, despite MWO having it at one point.

Ahhhh yes. Thissssss!
MAKE IT A TOGGLE! (lol)
Or just add it to the game.
Or just to the assault mechs to make up for bad animations.
I would be just fine with that.

#12 shellashock

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Posted 28 December 2014 - 11:39 AM

View PostNavid A1, on 28 December 2014 - 11:16 AM, said:

you mean like this:


You need to make one for the King Crab. The exaggerated hip sway looks hilarious XD. As much as i agree that it needs those animations polished, I think the swaying/prancing really lends them character that makes the design more appealing (to me). Its that "look at me" character that really draws the attention to it (Grid Iron hunchback swaggers like football player). Maybe make the animations optional?

Edited by shellashock, 28 December 2014 - 11:40 AM.


#13 Navid A1

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Posted 28 December 2014 - 11:47 AM

View PostVassago Rain, on 28 December 2014 - 11:24 AM, said:

Posted Image

Lostech inverse kinematics. Cryengine is obviously incompatible with this ancient, barely understood feature from 1995, despite MWO having it at one point.


ahh.... the good times.
i think i read somewhere that PGI disabled that feature to reduce data transfer and/or server load so they could implement 12v12... I dont exactly remember what was the case.

I cant stop thinking about how awesome it would be if we could have IK system back.

Edited by Navid A1, 28 December 2014 - 12:08 PM.


#14 KuroNyra

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Posted 28 December 2014 - 12:06 PM

I agree, some mech like the Dire Wolf, Warhawk or the King Crab REALLY need a new movement animation.



In this video you can see what it should look like.
No bumping around, not extremely fast walk animation.

But more slower and more stable.

We are piloting giant mech', we should at least get a badass walk animation! Not a one making it look like a little toy...

And I'm not talking about the Hunchback.

#15 Tennex

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Posted 28 December 2014 - 12:26 PM

nevermind the dire wolf.

The Kit Fox and Adder literally don't even have feet animation.
They walk like they have snow shoes

Posted Image

Compared to the MW4 animations

Posted Image Posted Image
As seen above Chicken Walkers NEVER heel - toe
unlike humans, chicken walkers land each step with the toes rather than the ball of the foot
Posted Image

Which is something PGI clearly understands if you look at the current raven animation (and locust)
Posted Image

vs. The old raven animation:
Spoiler


Here is a frame from the adder gif. Showing the flat feet; notice the heel-toeing
Posted Image

Heres what it would look like if they had just animated the feet and ankles:
Posted Image

Edited by Tennex, 14 March 2015 - 08:55 PM.


#16 LordKnightFandragon

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Posted 28 December 2014 - 12:57 PM

View PostVassago Rain, on 28 December 2014 - 11:24 AM, said:

Posted Image

Lostech inverse kinematics. Cryengine is obviously incompatible with this ancient, barely understood feature from 1995, despite MWO having it at one point.



dang that is an epic picture....

It looks like a master Chief packin a Spartan Laser.....

#17 Dirty Starfish

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Posted 28 December 2014 - 12:58 PM

The highlander is also guilty of the crappy walk. With such long legs you'd think it wouldn't bounce so much. I almost had to sell it as soon as I got it because it made me nauseous.

Edited by Serial Peacemaker, 28 December 2014 - 01:00 PM.


#18 MrZakalwe

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Posted 28 December 2014 - 02:28 PM

Screw walking animations- timberwolf jumpjet animations- when they land and the torso bounces around it should either not do that or do it for the pilot as well as the enemy.

#19 jay35

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Posted 28 December 2014 - 03:25 PM

View PostNavid A1, on 28 December 2014 - 11:47 AM, said:


ahh.... the good times.
i think i read somewhere that PGI disabled that feature to reduce data transfer and/or server load so they could implement 12v12... I dont exactly remember what was the case.

I cant stop thinking about how awesome it would be if we could have IK system back.

I would MUCH rather have IK added, as that will look impressive and respectable, rather than some garbage added like Dragon bowling knockdown nonsense that will just cheapen the experience into childish nonsense. If they're going to increase the bandwidth for something, let's use it for something respectable.

Edited by jay35, 28 December 2014 - 03:26 PM.


#20 Nothing Whatsoever

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Posted 28 December 2014 - 03:48 PM

Jump Animations also need some TLC.





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