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Mech Heads!


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#1 Artgathan

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Posted 12 December 2013 - 02:39 PM

Just a quick question:

What happened to mech heads? A lot of mechs in the TRO artwork can be see "looking" off to the side by rotating their head (those that have a neck at least). For instance, the Centurion, Trebuchet, Commando, Highlander, Victor and Kintaro can all be see with their head facing somewhere other than the direction of their CT.

Do you think this would have been a boon or a bane for us?

#2 Prezimonto

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Posted 12 December 2013 - 02:40 PM

I'd dig it. I'd dig it even more if we had the Oculus rift and could get that extra swivel going.

#3 Alcom Isst

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Posted 12 December 2013 - 02:47 PM

View PostPrezimonto, on 12 December 2013 - 02:40 PM, said:

I'd dig it. I'd dig it even more if we had the Oculus rift and could get that extra swivel going.


I'm more interested in the Oculus Rift controlling the player's looking direction.

#4 Artgathan

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Posted 12 December 2013 - 02:49 PM

View PostAlcom Isst, on 12 December 2013 - 02:47 PM, said:

I'm more interested in the Oculus Rift controlling the player's looking direction.


If you're really clever (IE: good at programming) you could probably rig up a webcam to control the direction (by having it track your pupils).

#5 Alcom Isst

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Posted 12 December 2013 - 02:52 PM

View PostArtgathan, on 12 December 2013 - 02:49 PM, said:

If you're really clever (IE: good at programming) you could probably rig up a webcam to control the direction (by having it track your pupils).


Yes, but then the screen would be moving around as I try to look around the screen, which would be all kinds of disorienting.

#6 Prezimonto

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Posted 12 December 2013 - 02:55 PM

I think it could be incorporated as a toggle between torso and head twist, the way we have torso vs. arms...

and then add on the Oculus Rift as well...

The biggest issue is the mech animations... I bet these don't exist and would be significant work to add... so I doubt we'll see it happen.

Edited by Prezimonto, 12 December 2013 - 02:56 PM.


#7 Artgathan

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Posted 12 December 2013 - 02:59 PM

View PostAlcom Isst, on 12 December 2013 - 02:52 PM, said:

Yes, but then the screen would be moving around as I try to look around the screen, which would be all kinds of disorienting.


True, but oh the immersion! You could (maybe?) set it up so that it only reacts if you look outside the screen, which would help control this.

View PostPrezimonto, on 12 December 2013 - 02:55 PM, said:

I think it could be incorporated as a toggle between torso and head twist, the way we have torso vs. arms...

and then add on the Oculus Rift as well...

The biggest issue is the mech animations... I bet these don't exist and would be significant work to add... so I doubt we'll see it happen.


At this point I don't think they could add it in - consider the mech models we have. The Highlander's head has clearly merged with its torso. I think the only mech that still has a 'head' (in the sense that it's not just a bulge out of the CT) is the Commando.

#8 CDLord HHGD

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Posted 12 December 2013 - 03:00 PM

Just have the head follow the arm reticule (within limits, the arms having more movement). CT<Head<Arms. This is of course for mechs with heads that traditionally move or by aesthetics allowed to move with the model. (not atlas, awesome, hunchback, etc).

#9 focuspark

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Posted 12 December 2013 - 03:03 PM

View PostAlcom Isst, on 12 December 2013 - 02:52 PM, said:

Yes, but then the screen would be moving around as I try to look around the screen, which would be all kinds of disorienting.

Usually this is done by head tracking with the assumption that eyes are fixed on the screen; and the camera is reoriented to emulate the idea of your monitor having depth.

#10 Solis Obscuri

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Posted 12 December 2013 - 03:03 PM

I don't think it adds much besides a bigger target and more animations to bug.

#11 Artgathan

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Posted 12 December 2013 - 03:05 PM

View PostSolis Obscuri, on 12 December 2013 - 03:03 PM, said:

I don't think it adds much besides a bigger target and more animations to bug.


It would give you increased situational awareness (if used well). You'd be able to look to the sides without exposing your CT - a huge boon to the Centurion for instance, which could use it to look over it's shield arm.

#12 Whatzituyah

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Posted 12 December 2013 - 03:15 PM

I had a thought but this guy beat me too it...

View PostPrezimonto, on 12 December 2013 - 02:40 PM, said:

I'd dig it. I'd dig it even more if we had the Oculus rift and could get that extra swivel going.


#13 Thunder Lips Express

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Posted 12 December 2013 - 03:21 PM

Man I hope oculus rift works for this, been drooling over the thought since their kickstarter started... I was going to build a cockpit for my mwo, but then I figured oculus would have made it moot..... My wife strongly agreed lol

#14 MeiSooHaityu

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Posted 13 December 2013 - 08:45 AM

It might be a bit much to add (both in mech design and function). Another articulating joint to look around might be...odd.

Then again, they could take out the "look around cockpit" function with the CTRL key and add it to a head movement function instead. You could still keep the arm movement too, it just moves with the head. I think that might work.

#15 Turist0AT

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Posted 13 December 2013 - 04:10 PM

Allways bothered me that our mechs cant move like those in the pictures. Shooting one person and hitting another one with the fist.

Plus when a mech falls and hit the ground his upper body leans forward wich looks bad, absorbe the shock with the knees(legs). Looks especially bad on a big mech like atlas.

#16 Karyudo ds

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Posted 13 December 2013 - 04:24 PM

View PostPrezimonto, on 12 December 2013 - 02:55 PM, said:

The biggest issue is the mech animations... I bet these don't exist and would be significant work to add... so I doubt we'll see it happen.


I wouldn't think it would take much to add animations. The meshes might not be optimal but I imagine it would otherwise work similar to how arms already do. Of course not every mech was even drawn able to do it anyway.

Just one of those anime-isims to me though. It always looked cool animated, but I never really understood why a Zaku had to turn it's head and focus it's eye on you... if it could see 360 degrees to begin with.

#17 Artgathan

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Posted 13 December 2013 - 05:21 PM

View PostKaryudo ds, on 13 December 2013 - 04:24 PM, said:

Just one of those anime-isims to me though. It always looked cool animated, but I never really understood why a Zaku had to turn it's head and focus it's eye on you... if it could see 360 degrees to begin with.


For dramatic effect, obviously. :)

#18 Reitrix

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Posted 15 December 2013 - 02:20 PM

View PostAlcom Isst, on 12 December 2013 - 02:47 PM, said:

I'm more interested in the Oculus Rift controlling the player's looking direction.

I just wish my Rift worked with the game in general :X





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