They do nowJonas wrote:Uh I was under the impression that the HDTP character have no animationsAkerfeldt wrote:For now the DXR characters will use the same animations as the HDTP characters.
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OMG PLEASE JUST ANSWER MY QUESTION:
Will the HDTP models use the old DX animations OR WHAT!?
Will the HDTP models use the old DX animations OR WHAT!?
Jonas Wæver
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
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Clandestine
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Fucking YES.
"Technically" no, since all DX animations cannot be exported as anything other than a series of meshes. So no skeletal animation files or anything.
However, a skeletal animation (or possibly several) for HDTP models has been recreated, based on the original DX animations. Thus they're EFFECTIVELY using the old animations, and while it may be possible to tweak them slightly, we will still have the exact same group of animations as DX has (runshoot, runshoot2H, etc etc).
"Technically" no, since all DX animations cannot be exported as anything other than a series of meshes. So no skeletal animation files or anything.
However, a skeletal animation (or possibly several) for HDTP models has been recreated, based on the original DX animations. Thus they're EFFECTIVELY using the old animations, and while it may be possible to tweak them slightly, we will still have the exact same group of animations as DX has (runshoot, runshoot2H, etc etc).
ok I'm sorry to hear that. The DX animations are terrible.
Thanks for your reply
Thanks for your reply
Jonas Wæver
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Iconic, jonas: the DX animations are iconic.
One-handed crouch-shooting of machineguns will be SO hot in 2052.
Out of curiosity, why not post what you'd change? It's always possible that the changes are slight enough to be implemented. Possibly maybe. It all ends up as individual meshes ANYWAY, after all.
One-handed crouch-shooting of machineguns will be SO hot in 2052.
Out of curiosity, why not post what you'd change? It's always possible that the changes are slight enough to be implemented. Possibly maybe. It all ends up as individual meshes ANYWAY, after all.
- metche_steele
- Illuminati
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- Joined: Thu Dec 09, 2004 4:45 pm
Hah. Right.metche_steele wrote:People want new models and textures - I don't think it really matters if they still utilise the old animation set.
DDL: It's hard for me to find an animation in Deus Ex that I completely like. I think the gestures during conversations are alright, everything else is crap. The death animations manage to stand out as particularly über-terrible and cartoonish, just look at how stiffly a character dies when he falls backwards. All the animations just look a bit stiff and unnatural - cartoonish. If they were to be reworked, you could make it all a bit more "military", but even just making them look more organic would be a great improvement.
Of course I imagine the actual number of animations that the code restricts us to would put a dampener on any such improvements. And clearly we can't mocap anything, but I still think it should be possible to hand-animate something better - more natural.
Jonas Wæver
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
- metche_steele
- Illuminati
- Posts: 1321
- Joined: Thu Dec 09, 2004 4:45 pm
Of course it's a matter of priorities and resources. Animation takes time, especially on that scale, and everybody would clearly prefer to see HDTP models with old animations in-game than old models with old animations.
Just keep it in mind
Just keep it in mind
Jonas Wæver
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
True. Actually, thinking about it it wouldn't be too hard to add in things like DeathLeft and DeathRight, or to use multiple Deathfront/DeathBack anims randomly chosen (or non-randomly chosen based on where the fatal injury occurred).
It's just..making the anims that takes time. And applying them, obviously (even with Akerfeldt's magic app).
And, to be perfectly honest (this may sound odd) having just two death anims is slightly less immersion-breaking than having say, 10: the more anims you have, the more you make incidences of identical anims "jarringly obvious", and the more you start to highlight that you're really wanting to use a ragdoll system but you so totally aren't: a whole group of identically posed corpses is less jarring than a whole group where there might be a ton of different poses but yet you still DO see identical poses. Does that make sense?
It's just..making the anims that takes time. And applying them, obviously (even with Akerfeldt's magic app).
And, to be perfectly honest (this may sound odd) having just two death anims is slightly less immersion-breaking than having say, 10: the more anims you have, the more you make incidences of identical anims "jarringly obvious", and the more you start to highlight that you're really wanting to use a ragdoll system but you so totally aren't: a whole group of identically posed corpses is less jarring than a whole group where there might be a ton of different poses but yet you still DO see identical poses. Does that make sense?
Good point about the number of death animations, John. But it'd still be quite possible to make BETTER death animations.
Jonas Wæver
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
galmud wrote: Same thing with voice-acting which is really terrible for some characters
... and stellar for some others. Jay Anthony Frankes's voice was just perfect for JC.
The animations were appropriate but quite clumsy by today's standards of course.
Last edited by fox on Tue May 20, 2008 8:21 pm, edited 2 times in total.
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