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
well... for lazy people...
around 1:30 the glitch in the summoner arms is visible in the small camera window.
Koniving, on 08 February 2015 - 04:48 AM, said:
Visuals on Summoner arm glitches during combat (watch the little window that pops up on the bottom).
Adder and Kitfox:
Spoiler
Here are a few more regarding Adder and kitfox.
Watch the vids in full screen.
ADDER:
1- Adder arm moves violently up/down/sides on uneven terrain. Also, the mech speed and animation key-frames are not matched.
2- Adder left and right leg animations are different (same case was present on the direwolf). Right leg moves like it has a malfunctioning right knee.
Kitfox
1- Left arm on the kitfox goes to a correct position when the mech is moving but it returns to an odd position in idle stance (also in mechab)
2- Kitfox reverse animation sequence has a lot of un-necessary bobing in the torso:
3- Lots of pelvis side-wards bobing transfers to the torso part as if it has a stiff pelvis to spine joint.
Storm Crow and Nova:
Spoiler
(Exactly) Similar to the case of the direwolf, seems like the stormcrow and the nova also have difficulties on slopes. Their root bone follows the terrain gradient and they do a lot of bobing going in reverse (identical to the former direwolf)
StormCrow:
Nova:
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.
As an example, consider a small hill or road bump in mech scale. The timber or phract smoothly pass a slope with a straight spine bone. The root bone does not follow the terrain gradient.
Spoiler
However, the direwolf does a lot of jumping, has a sliding leg and it tilts its root bone to match the terrain gradient which creates sharp position/angle jumps for a 100 tom mech. -- Issue addressed --
Spoiler
A direwolf/stalker should walk like these:
and these are from 2004!
Also, the walking animation which is pre-keyframed can use a lot of polishing as this video (not mine btw) accurately presents: -- Issue Addressed --
Spoiler
Also, quote from tennex... with concerns about kitfox/adders -- Issue addressed --
Spoiler
Tennex, on 28 December 2014 - 12:26 PM, said:
The Kit Fox and Adder literally don't even have feet animation.
They walk like they have snow shoes
Compared to the MW4 animations
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
Which is something PGI clearly understands if you look at the current raven animation (and locust)
vs. The old raven animation:
Spoiler
Here is a frame from the adder gif. Showing the flat feet; notice the heel-toeing
Heres what it would look like if they had just animated the feet and ankles:
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.
Lostech inverse kinematics. Cryengine is obviously incompatible with this ancient, barely understood feature from 1995, despite MWO having it at one point.
Vassago Rain, on 28 December 2014 - 11:24 AM, said:
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.
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.
Vassago Rain, on 28 December 2014 - 11:24 AM, said:
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.
Vassago Rain, on 28 December 2014 - 11:24 AM, said:
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.....
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.
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.
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.