Greetings all,
A lot of the early posted videos from other games shows quite a bit of difference in how the speed, design and stride effects the leg movement. With most effecting the torso and upper body causing a side to side movement as the weight changes legs.
- Torso angle shifting, and hip angle all needing to be animated as well as the upper body movement adjustments.
- We had something similar early in the game and it made some Pilots 'car sick', so it was removed.
- This still doesn't change the actual 'gait' of the different Mech's, even if the sideways movement is removed.
Most of the animations start to fail to be believable as the Mech reach's it's upper speeds.
- We have one animation for slow walking steps and just speeding it up for faster movement.
- This is not how forward movement works for a walking element transiting to a run.
- As the speed increases so does the stride distance, in some cases the actual speed of the legs does not increase they just open up the stride length.
(IRL a person will judge the terrain in front of them and make slight adjustments to the stride to place the feet on suitable locations, all in split seconds.)
- For the game the adjusting the stride length would probably not be suitable, but extending the stride length is quite doable.
- This will also effect turning radius and slowing down as the stride must transition back to the walk gait first.
(really pushing the envelope would be to create a skid dynamic for a full stop from a run, full gyro balance effects and straight legged sliding if on hard surfaces. Not going to happen!) ~ it's a multiplayer game not a single Mech simulator.
Quite a bit of real life robotic walking and running dynamics have been done and we have working fast moving two legged machines, none that even come close to massive weights. But the walk/run action is a matter of documented and working fact.
- This is for both straight legged and 'chicken' walker styles.
The only Mech that was designed with any correct walk style was the original Catapult. A lot of work went into getting that leg design right. Using code worked out from earlier documents on avian bird styles of movement. But it lacked the weight aspect of the movement, even if the designed step animation absorbed all the weight shift, it was still missing the looks of 65Tons of machine placing it's foot down.
I do agree, the current animations need updating and tuning. Some physics added an weight implemented to the skeleton.
Just a short vid of working chicken walker legs, notice the torso doesn't move up and down or sideways, the legs take all the movement into the stride.
http://www.youtube.c...woFjzLZ5rQ#t=13
Now we just need the animation artists and engineers to build that into the movement.
9erRed