Super Stiff Mad Cat Mk2 Walking/running Animation
#121
Posted 18 July 2017 - 08:36 AM
#122
Posted 18 July 2017 - 08:42 AM
CK16, on 17 July 2017 - 07:59 PM, said:
There's stupid... and then there's stupid! But damn. That animation... is 'retahded!
Reminds me of a fat guy walking down the street carrying a load in his britches that he's desperately trying to save from rolling out onto the sidewalk.
Edited by Mister Blastman, 18 July 2017 - 08:46 AM.
#123
Posted 18 July 2017 - 08:49 AM
jjm1, on 18 July 2017 - 04:54 AM, said:
more gifs
That is the look that we were looking for. With the amount of clipping that is present, I wonder if that is the reason for the limited motion that the animator chose for the leg movement. I am sure that level of clipping would have drawn nearly as much ire as the movement profile has. I really hope that they take the steps necessary to fix this.
If it was not for losing the pre-order bonuses (6.5 M C-Bills pays for a LFE or cXL), I would consider cancelling my order until it is fixed.
#124
Posted 18 July 2017 - 08:50 AM
#126
Posted 18 July 2017 - 12:00 PM
#127
Posted 18 July 2017 - 09:31 PM
Hit the Deck, on 18 July 2017 - 08:18 AM, said:
thats cool ...only the Camera is not self walking , is only a Part of a self balancing Body of the Camera Men..which balancing his own walk with Body,arms and Hips
#128
Posted 18 July 2017 - 09:50 PM
Old MW4 Ranger, on 18 July 2017 - 09:31 PM, said:
Looking at the complex movement of the camera "handle", I think the camera can balance itself pretty well regardless of what the camera man is doing.
#129
Posted 18 July 2017 - 11:11 PM
jjm1, on 18 July 2017 - 04:54 AM, said:
more gifs
Pretty much what is needed is this..
The MKII needs to look more like that.. slower, meaner, wider stride..
And while they are at it.. please add the same to the friggin DireWolf.. make it less tippy-toey please!
Same for the Uzeil.. make the steps bigger and meaner!
Also.. it's kinda sad when a player has to tell you how to animate your mechs.. If I was the one working on this thing at PGI, I would be feeling really bad about myself now.. So to the Dev who was in charge of this.. I hope you were simply rushed by a deadline, so you didn't have time to make this properly..
You guys usually do a great job.. so please.. take your time, and hotfix/patch the aforementioned mechs..
A walking animation beautification pass would do this game good..
Mechs that need it most:
MadCat MkII - lower stance, bigger, slower strides needed
DireWolf - bigger stride, less tippy-toe
Uziel - bigger stride
P.S.
About the clipping.. something CAN be done.. adjust the leg model so that you bend the back of the leg and the "spike" slightly down and away from the torso, also adjust the animation so that the spike never goes all the away up, and the leg is never all the way vertical (with the bent rear leg section)
Edited by Vellron2005, 18 July 2017 - 11:17 PM.
#130
Posted 18 July 2017 - 11:19 PM
#131
Posted 19 July 2017 - 09:03 PM
Yeonne Greene, on 18 July 2017 - 08:31 AM, said:
Bravo!
Yeah the hardpoint placements offend me nearly as much as the animations. The ballistic just ignores the concept art and basic aesthetic principles altogether. The torso laser pods look ugly as all hell compared to the concept too IMO, painting them and embedding them a bit would help immensely.
#132
Posted 20 July 2017 - 02:20 AM
Hit the Deck, on 18 July 2017 - 09:50 PM, said:
is super for Parts like Weapons ,Cockpits ,Weapons pylons, or Body ...Problem by Balancing and two legged Walk is the Balancing of the Mass and Weight of the Moving Parts...the head and Eyes by Humans like the Cam stabilzed , thats not parts for Walking
and fix of Ugly Animations by PGI ? seeing the running fly-and-Slide Animation of the Urbie, The Dancing ballerina Walk from the Direwolf ,and many other ugly animations ,
Edited by Old MW4 Ranger, 20 July 2017 - 02:24 AM.
#133
Posted 20 July 2017 - 09:47 AM
I know that not very constructive but damn - ugliest moves i've ever seen in this game. And the artwork was superb
#134
Posted 20 July 2017 - 03:08 PM
Sadly, they were all in slo-mo and as such looked better than usual.
Clearly they knew they were bad, hid them behind the slow-mo because that were outright awful in real-time.
I stand corrected.
#135
Posted 20 July 2017 - 03:43 PM
#136
Posted 20 July 2017 - 04:17 PM
#138
Posted 20 July 2017 - 10:26 PM
Sidefire, on 20 July 2017 - 04:17 PM, said:
the angle where the upper leg is right now is too steep. they need to lower the stance of the entire mech to give it more distance for the gait.
#139
Posted 21 July 2017 - 08:09 AM
The Clanmechs arrive...Godlike Concept Arts from Alex Iglesias for the Direwolf
..and we became ...
a sad Shitstorm
for this and terrible poor animations of "the Thing"
https://mwomercs.com...bad-animations/
https://mwomercs.com...ng/page__st__20
Now we 3 Years later !!!!
Edited by Old MW4 Ranger, 21 July 2017 - 08:10 AM.
#140
Posted 28 July 2017 - 08:15 AM
In MWO, the animations look like they're not matched and scaled well to the speed, so they have to make them gimpy and bad-looking because otherwise the animations would skip and legs will be moving back and forth with no movement actually being done.
The only decent anims for me are on mechs like Cicada, Atlas, Hunchback (probably because they had more resources and time in early days?) and EBJ along with some clan lights and even those have the issue I mentioned above, which is floating legs when stopping and jumping.
Everything looks like its trying to make many very small steps like the Uziel and Madcat are evidenced to here. Nothing really struts around like in MW4. They look designed to go at cruising speed, which is roughly half of max with stock engine. Which I guess is why King Crab looks ridiculous, snapping those HUGE legs back and forth like physics doesn't exist and by animations alone it looks like it's going twice as fast where it's actually only like 10 kph faster...
imo there needs to be a patch specifically for making mech animations more appealing.
The animations in MW5 look much more promising, so I'm gonna just guess that PGI has decided not to do any work on anims because of technical difficulties and the time it takes to make a decent set.
Edited by MrEdweird, 28 July 2017 - 08:22 AM.
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