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Destructavator:

--- Quote from: vedrit on January 02, 2010, 03:19:03 am ---did the comit include the source animation files? (The skeleton without the model, key-frames included)

--- End quote ---

Yes, there should be a .zip file in that folder as well with a .blend file inside with everything I've put together so far.

http://ufoai.svn.sourceforge.net/viewvc/ufoai/ufoai/data_source/models/characters/destructavator/unfinished/

Destructavator:
Update: Found a few stupid mistakes in the animations after I uploaded that, I'll upload corrections later (tomorrow) after I fix the flickering in-game which I just figured out the cause of.

Sorry if that's unclear, its late for me, good night...

Bartleby:

--- Quote from: Destructavator on January 01, 2010, 10:52:22 pm ---Here's a "ready" pose (standing but alert and prepared to shoot or move to go after an alien) with the assault rifle - did I get the scale of the weapon right?
--- End quote ---
hm... i would hold the weapon a bit more to the ground like in the "low ready position".
http://www.everycitizenasoldier.org/id16.html

and if the soldier shoots an other position is needed.

anyway: great progress.

happy new year ^^.

Destructavator:

--- Quote from: Bartleby on January 02, 2010, 12:27:55 pm ---hm... i would hold the weapon a bit more to the ground like in the "low ready position".
http://www.everycitizenasoldier.org/id16.html

and if the soldier shoots an other position is needed.

anyway: great progress.

happy new year ^^.

--- End quote ---

I guess it depends on if the player's units are to operate more like soldier-style or law-enforcement/SWAT style.  Law enforcement and SWAT that I've seen (and I have actually seen a real SWAT exercise first-hand before, from my old job) commonly have weapons up and ready to shoot right away while moving through halls, around corners and such.  (And regarding corners, there is actually a method of moving around them safely without giving away one's presence by having their weapon visible first, actually several ways of doing it, one of the old-but-worthy methods called "slicing the pie" IIRC among other techniques.)

Soldiers, on the other hand, can't constantly be all tensed-up and ready to shoot at any second all the time I'm guessing because they deploy into areas where they may be in hostile territory for long periods of time, days, weeks, months, or longer, etc.  By comparison SWAT units work in relatively short, quick operations and then it is over.  I'm not going to claim to be a military expert as I've never been in the military, and I admit I know more about law enforcement by comparison, but given that the UFO: AI missions are supposed to be quick and short-term (Phalanx units don't hang around for months at a target site) I would imagine they would conduct the short missions at least a little bit more like SWAT would, moving carefully and ready for action at any second.

EDIT:  ...And by the way, I've actually already fixed the "ready" pose and plan to tweak it a little more anyways, but I was really more concerned with the scale of the weapon model, if I got it right.

Bartleby:
with the swat positions u are right. hm... havent thought about that.

--- Quote from: Destructavator on January 02, 2010, 01:14:01 pm ---EDIT:  ...And by the way, I've actually already fixed the "ready" pose and plan to tweak it a little more anyways, but I was really more concerned with the scale of the weapon model, if I got it right.
--- End quote ---
compared to this picture the weaponsize looks right:
http://www.whq-forum.de/cms/typo3temp/pics/48bd1f2869.jpg
still i dont know why i think its a bit too big. maybe because older weapons were smaller or more gracile.

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