Mech movement and arm animations
#1
Posted 22 February 2012 - 08:58 PM
My suggestion to alleviate this is the same way racing games do their shifting animation. When you shift, or shoot, the arm comes up and stays there for a few seconds before bringing the arm back down. Mechs could do the same, with the arm coming up when aiming and then bring the arm halfway down to the side after say, 10 seconds.
Secondly I hope there's some thought paid to moving and turning animations, especially with fast mechs and tight turns.
#2
Posted 22 February 2012 - 09:07 PM
#3
Posted 22 February 2012 - 09:19 PM
#5
Posted 23 February 2012 - 11:00 AM
Just sayin.
#6
Posted 23 February 2012 - 11:41 AM
#7
Posted 23 February 2012 - 11:41 AM
That being said, I'm hoping that the weapons move in their gimbals in sync with the targeting circle, or that my arms followthe reticule, if they go left or right. At bare minimum, the arms should be able to go 90 degrees left and right and fire in that direction independantly.
#8
Posted 23 February 2012 - 11:43 AM
Paul Inouye, on 23 February 2012 - 11:00 AM, said:
Just sayin.
Let's stick with believable......imo
#9
Posted 23 February 2012 - 11:54 AM
Paul Inouye, on 23 February 2012 - 11:00 AM, said:
Just sayin.
Just make sure to code in your developer hacks so you can withstand the punishment the community is going to bring down upon you. Your DPS calculations are no match for my MTPLRM (Mech to Paul Long Range Missiles)
Paul uses battlefield awareness akin to a prey looking out for its hunter.
We use battlefield awareness to make sure we don't accidentally step on Paul's crumpled heap of Mech on the field.
#10
Posted 23 February 2012 - 12:10 PM
#11
Posted 23 February 2012 - 12:14 PM
Paul Inouye, on 23 February 2012 - 12:10 PM, said:
Let's be honest. The only reason your mech needs hands is so it can stick its thumb up it's own bum while the top half of its skull gets blown off (taking the pilot with it)
#12
Posted 23 February 2012 - 12:15 PM
Paul Inouye, on 23 February 2012 - 12:10 PM, said:
We have confirmation of Melee, Hand Actuators, removable limbs, and StumpTech in MWO. Print it!
#13
Posted 23 February 2012 - 12:17 PM
Technoviking, on 23 February 2012 - 12:15 PM, said:
We have confirmation of Melee, Hand Actuators, removable limbs, and StumpTech in MWO. Print it!
Damn you sensationalist newspapers! This is beef between me and my arch-nemesis. Stay out of it, or I'll call your editor in chief, Mr. Jameson, and tell him I lost all the photos of Spiderman!
#14
Posted 23 February 2012 - 03:18 PM
Paul Inouye, on 23 February 2012 - 11:00 AM, said:
Just sayin.
Well I dont think it needs to be. We can be clever in its implementation. As I said, tie the animation to aiming, not necessarily shooting. If the player isnt actively aiming with the joystick, e.g. when stationary or afk the arms can be set to a neutral (which is a half raised position, not necessarily down to its side) or when shut down etc. This issue is still a necessary hurdle for shooting one arm left or right, the animation of arm movement to bring weaponry to bear on target. It shouldnt need to take more than half a second to raise arms.
#15
Posted 23 February 2012 - 03:33 PM
autogyro, on 23 February 2012 - 03:18 PM, said:
That's means if I'm standing neutral, and I see a Mech walk into my sights, instead of being able to fire immediately, I have to wait 0.5sec to raise my arms. Again, this means I've lost 0.5 sec of damage over time. It may not seem like much but that is enough for him to get a shot off on me, and me potentially dying cause my arms are flopping around.
#16
Posted 23 February 2012 - 03:42 PM
SUGGESTION
Bipedal animals use their arms to improve their balance while walking, thus allowing for faster lineral travel and improved torso stability.
Therefore, Mechs with arms can operate in two modes:
- Cruising Mode with the arms in a relaxed or swaying animation and arm weapons off-line (+10% Speed, torso weapons +10% accuracy)
- Fire Mode with the arms in aiming-position and arm weapons are live (no speed/accuracy buffs)
Edited by Prosperity Park, 23 February 2012 - 03:44 PM.
#17
Posted 23 February 2012 - 03:42 PM
- In transit (aboard a Dropship, etc). A bit more streamlined and able to tie them down better.
- ....*
Other than that would prefer any weapons in my 'Mech's arms to be as close to the ready position as possible while I'm prowling the battlefield. That pretty much says that any recoil should push the arms more back than down.
Edited by Morashtak, 23 February 2012 - 03:43 PM.
#18
Posted 23 February 2012 - 03:49 PM
/rimshot
#19
Posted 23 February 2012 - 04:02 PM
Paul Inouye, on 23 February 2012 - 03:33 PM, said:
That's means if I'm standing neutral, and I see a Mech walk into my sights, instead of being able to fire immediately, I have to wait 0.5sec to raise my arms. Again, this means I've lost 0.5 sec of damage over time. It may not seem like much but that is enough for him to get a shot off on me, and me potentially dying cause my arms are flopping around.
As I mentioned earlier Paul, tie the animations to aiming, not shooting. It also depends on how you guys plan to implement the HUD, whether there will be multiple reticules for aim and for convergence of weapons so that you can see that youre not in a fire ready state. Ultimately my issue is one of having such great looking high fidelity mechs have movement animations that make them look too stiff. If melee is to be introduced, unless we are going to get crude ramming and DFA only, punches and kicks will still need to be fluid, to some degree. I personally dont believe implementing lowered arms is a dealbreaker that cannot be overcome, but I defer the decision to you guys.
#20
Posted 23 February 2012 - 05:07 PM
That being said, I'm all about fluid, sweet looking movements. I know what you are imagining, the Thor or Atlas that just has their arms locked in place like they're pretending they're 7 year old kids being airplanes down the hallway.
Imagine instead, looking out your side window and seeing your Mech arm, stiff and in place, but jostling as you move, swaying oh so slightly. We don't need to add animations, that limb is attached with Mechtololgy crysis Physics! Its there, but it moves. I bet it'll look like that!
5 user(s) are reading this topic
0 members, 5 guests, 0 anonymous users