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Enhanced Ideas: New Animations


Samuel Dravis

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Posted

This thread is to post about the new animations that will be need by things like the saber stances etc.

 

1) Adding a 'Force dodge jump' where it would act like the side dodges but would make you jump a very short way in the air. This would be rather awesome in saber duels (especially with the new saber fighting). It also is present in the movies.

Posted

It might be a good idea yeah. But i'm not gonna touch an anim until i see how razorace's saberlock/microsaberlock system will work. Then I'd primarilly focus on making the anims for fluid if needed.

Posted

I don't put much faith in the possibility of new animations that are useful and any good. They're just too difficult to do and we don't have enough manpowe.

 

Anyway, as for animations we'd like...I can't think of any at the moment but I'm sure I'll find some when I start digging into things.

Posted

Making animations is overrated. It's not nearly as hard as you think. The attitude of, "Ooh, animations, too hard, screw it" (along with many other things) is why people fail.

Posted

Who cares if they aren't up to par with JA's? Don't let the high quality intimidate you. Mods for many other games have sub-par animations, and they're fine.

Posted

The hint to making good anims is to do a little research into anatomy. Fluid motion is a must. And I'm not talking about adding tons of frames either. If your motion is fliud there shouldn't be much difference between 5 frames and 100. Other than the slow motion. ;)

 

Though its alot easier when you can make it up as you go along.

 

200311182051941517467829.jpg

Posted

I'm going to start sorting enums to make it more readable to me at least. by saber, style, stance, weapon, movement, etc. I Don't know if this was done for JK2 but I'll start doing it for jk3. As well as place comments next to each.

Posted

Sorting them where? In the animation.cfg? I don't think that's a good idea to do it directly in the file, I'm pretty sure that the order is important for some animation stuff.

 

Anyway, this thread has been renamed as per the system suggested in this thread

Posted

You are correct. Its going in a seperate file. I just need too get it sorted to make it easier on myself when it comes time to do anything with sabers.

Posted

Styles mostly. I'm debating on working on a Flamboyant style. Like Fencing. I've got a rough stance hammered out for it. where the saber flies off the belt into the already outstretched hand.

 

I can do a quick replacement job on fast or tavion style before the source comes out so as to get any kinks ironed out. Then I can add a new style when the source is available.

 

Plus, I'd like to join up with Renegade on the Movie battles mod.

right now I'm hammering out anims for Monsoontide's Acklay.

Posted

So, basically like the one handed style that Dooku used or more like the one handed fighting that Vader used?

 

Anyway, since this really affects the saber system, I suggest you take this discussion over to the saber system brainstorming thread.

 

Especially since it sounds like Renegade is going to use the OJP/MotF saber system in MB.

Posted

Nope classic fencing. maybe dooku.

 

fencing.gif

 

and to accomplish this I'd need to do new anims.

 

hence the relevency to the new animations topic. ;)

 

when I get ready to move on over to implementing different styles and ways of selecting them then I'll move on over to systems. :)

Posted

Looks like I'm moving on to using a spreadsheet to sort the animations especially the saber animations. Also each style has its own set of leg animations.

Posted

really? Can the override be overridden? Kensai from [sotg] seemed to override the leg animations with his d+f+attack with the dual sabers causing the attack to be slightly skewed. It should be in the samuri stances on lucasfiles. I guess I'll take a look at it.

Posted

Well from what I remember, it's not overrideable without the code. Of course, there's been some changes to the animation system since JK2 so it might be possible.

Posted

Due to some issues here at work, I had time to organize and categorize all the animations. I have the saber animations categorized by style, parry, and lock. And now I have a good understanding of what touches what and the naming scheme. So now I know where to start when I begin to make my own.

Posted

I can do both. I can even adjust combo moves. I want to make my fencing style though. But something like that can wait until after I work on the Droideka.

Posted

Animations Changes:

 

BOTH_STAND1TO2 14943 16 -1 20 saber on

BOTH_STAND2TO1 14943 16 -1 -15 saber off

 

Custom On off animations for variety

Move L/R Hang bone to hip to facilitate Ace's Saber Hilt collecting ;)

 

BOTH_SABERSLOW_STANCE 13123 2 -1 60

BOTH_SABERSTAFF_STANCE 1042 10 -1 20

BOTH_SABERDUAL_STANCE 13050 2 -1 20

BOTH_SABERFAST_STANCE 13052 2 -1 60

BOTH_STAND2 15068 2 0 20 Medium Stance

 

Custom Stances, This may Be doable with just stealing from the current anims

 

BOTH_RUN_DUAL 12413 26 0 40

BOTH_RUN_STAFF 12439 14 0 20

BOTH_RUN2 12331 26 0 40

 

Something a little more realistic. I hate how they hold the saber funny. Should hold single with two hands while running or at a sideways angle.

 

BOTH_SABERTHROW1START 13127 53 -1 20 Throw Forward

BOTH_SABERTHROW1STOP 13180 29 -1 20

 

I'm changing this to an over head vertical throw instead of the current sideways horizontal.

 

BOTH_RUN1

BOTH_RUNBACK1

BOTH_STAND1

BOTH_STAND1IDLE1

BOTH_TURNCROUCH1

BOTH_TURNSTAND1

BOTH_WALK1

BOTH_WALKBACK1

 

Move l/r hang bone to hip. Guns and hilts will then reside there until the turn on/off animation runs. Most are a measly 12 frames of animation should be able to accurately recreate them.

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