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Super Stiff Mad Cat Mk2 Walking/running Animation


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#41 Imperius

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Posted 17 July 2017 - 07:56 PM

View PostCK16, on 17 July 2017 - 07:52 PM, said:

Idk what to think...

I held back my inner troll and just said I don't like it.

#42 CK16

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Posted 17 July 2017 - 07:59 PM

Posted Image

https://clips.twitch...izzaShazBotstix

Edited by CK16, 17 July 2017 - 08:09 PM.


#43 Y E O N N E

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Posted 17 July 2017 - 08:02 PM

It's the DWF all over again...

#44 Humpday

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Posted 17 July 2017 - 08:12 PM

If you slow the video down to .25x you can see the right leg has a slightly longer stride than the left.
When the right leg fully extended both feet come off the ground, however, when the left leg extends to max, this is not the case.

Probably why my eyes perceive the mech as having a limp. So its like the mech is pushing off its left foot harder than it is the right giving it unequal strides.


...it could very well be the variances in terrain as well, so i dunno.

Edited by Humpday, 17 July 2017 - 08:14 PM.


#45 TheBlackMegadeus

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Posted 17 July 2017 - 08:16 PM

Posted Image

Honestly reminded me of this, why you gotta be so stiff?

Edited by TheBlackMegadeus, 17 July 2017 - 08:18 PM.


#46 STEF_

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Posted 17 July 2017 - 08:20 PM

View PostCK16, on 17 July 2017 - 07:59 PM, said:


This clip made me LOL!! :D

#47 Hit the Deck

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Posted 17 July 2017 - 08:35 PM

View PostStefka Kerensky, on 17 July 2017 - 08:20 PM, said:

This clip made me LOL!! Posted Image

That was my initial reaction.

Then I cried a little inside....

#48 Imperius

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Posted 17 July 2017 - 08:42 PM

Well there is hope

https://twitter.com/...169658746425346

#49 Glaive-

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Posted 17 July 2017 - 08:50 PM

View PostImperius, on 17 July 2017 - 08:42 PM, said:



Them actually acknowledging the issue is a start for sure.
Heck, if they actually fix the animation then I might even buy the mech

#50 CtrlAltWheee

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Posted 17 July 2017 - 08:50 PM

That is bad.

Thought this was an overreaction thread, but no. That is not ready to ship.

#51 RestosIII

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Posted 17 July 2017 - 09:03 PM

View PostCtrlAltWheee, on 17 July 2017 - 08:50 PM, said:

That is bad.

Thought this was an overreaction thread, but no. That is not ready to ship.


I've been really soft on PGI recently. I've been passing off the relatively mediocre new tech as "Hey, better underpowered than overpowered". I've been giving them the benefit of the doubt for IK and colorblind support. I was even starting to come to terms with new tech not having proper geometry for most mechs in the game on launch, and the fact that the Mad Cat MK II's arms looked almost nothing like the concept art. Even Steel Viper and Nova Cat being added without the ability to take territory (before CDS) was something I'd let pass without a huge fuss.

But this. This is just... horrible. It's one of the worst walking animations I've seen in a videogame. And having that tied to one of my favorite mechs in the entire Battletech franchise? I can't say how I actually feel right now without it being an outburst to match spiderman thread levels.

Screw gifs and joking around. PGI, just fix this mess. It's embarrassing.



(To have a small amount of non-salt in this post, I should point out that the cockpit and paint jobs for the Mad Cat MK II are everything I wanted. It just doesn't make up for... that.)

Edited by RestosIII, 17 July 2017 - 09:05 PM.


#52 DaZur

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Posted 17 July 2017 - 09:07 PM

PGI animations have several strikes against them.

1.) No transition from walk to run... Run is nothing more than a faster run for most mech animations. This leads to the tippy-toe-syndrome we see on so many mechs.

2.) No I.K.... No I.K. means everything knee down doesn't "flop" right leading to a very stiff animation.

3.) Near zero acknowledgment of weight... Anyone who understands basic Kinesiology can explain why a 20 ton mech and a 100 ton mech would carry their gait differently.

End of the day, without these things, animations will continue to look like 1st semester 3D studioMAX introduction animation projects.

#53 xVLFBERHxT

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Posted 17 July 2017 - 09:10 PM

Enjoy your new pet-mech. The next load of ICONIC mechs is ready to ship...

#54 Star Captain a e s t h e t i c

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Posted 17 July 2017 - 09:17 PM

I can't believe they even thought this animation was acceptable. It looks terrible. Like it's waddling on its tippy toes.
It seriously needs a longer stride or something.

Edited by Star Captain a e s t h e t i c, 17 July 2017 - 09:17 PM.


#55 Alcom Isst

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Posted 17 July 2017 - 09:18 PM

View PostCK16, on 17 July 2017 - 07:59 PM, said:

Posted Image



I need that free camera. I need it baaaaaaad.

#56 Y E O N N E

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Posted 17 July 2017 - 09:23 PM

Related:

Why does PGI insist on having the feet/toes for chicken walkers come up at an angle? The actual foot should remain more or less parallel with the ground as it lifts with the leg, not do the heel-toe motion of a plantigrade (i.e. human) foot. Even the Cougar is guilty of this.

#57 DaZur

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Posted 17 July 2017 - 09:27 PM

View PostYeonne Greene, on 17 July 2017 - 09:23 PM, said:

Related:

Why does PGI insist on having the feet/toes for chicken walkers come up at an angle? The actual foot should remain more or less parallel with the ground as it lifts with the leg, not do the heel-toe motion of a plantigrade (i.e. human) foot. Even the Cougar is guilty of this.

Lack of active Inverse Kinetics.

#58 Snowbluff

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Posted 17 July 2017 - 09:28 PM

View Postl33tworks, on 17 July 2017 - 06:20 PM, said:

Wow for the first im genuinanely feeling end of mwo is soon after seeing that...

They clearly only have a couple of guys keeping the lights on mwo and the majority of the team is working on mw5.

Who knows if they will be back?

Currently the teams are likely overloaded with these 4x mech combos. I don't think the MWO hasn't shrunk significantly, but rather the work load on the artists is much higher right now.

#59 xVLFBERHxT

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Posted 17 July 2017 - 09:31 PM

I thougt this is the typical MWO clan assault chickenwalker movement (Direwolf/ Warhawk)?

Edited by xVLFBERHxT, 17 July 2017 - 09:31 PM.


#60 Glaive-

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Posted 17 July 2017 - 09:34 PM

View PostDaZur, on 17 July 2017 - 09:27 PM, said:

Lack of active Inverse Kinetics.


You don't need IK to keep the feet level actually. It's very easy to keep the feet level just through manual animations.
Can't say I know why PGI continuously chooses to animate their reverse-legged mechs the way they do, but it's one of my biggest pet-peeves in this game.


View PostYeonne Greene, on 17 July 2017 - 09:23 PM, said:

Related:

Why does PGI insist on having the feet/toes for chicken walkers come up at an angle? The actual foot should remain more or less parallel with the ground as it lifts with the leg, not do the heel-toe motion of a plantigrade (i.e. human) foot. Even the Cougar is guilty of this.


The Cougar probably does it just because the Adder does it, sadly.

Edited by armyunit, 17 July 2017 - 09:37 PM.






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