project-navigation
Personal tools

Author Topic: Fire animation dellay.  (Read 2956 times)

Offline Anderty

  • Rookie
  • ***
  • Posts: 29
  • GUI designer, web-developer, 3D artist.
    • View Profile
    • anmeyro.net
Fire animation dellay.
« on: October 05, 2012, 01:51:29 am »
If it's possible, make firing/attack animation execute after some delay, when command was given. As well, as before firing, delay should execute "ready to fire" state, removing glitchy animations, when using weapons, like shooting just from standing idle and then putting weapon to idle again.

Offline H-Hour

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 1923
    • View Profile
Re: Fire animation dellay.
« Reply #1 on: October 05, 2012, 10:57:23 am »
Soldier models and animations are without a doubt our most labor-intensive process. That's because every new animation must be done in four armoured states (none, combat, nanocomposite, power) for two genders. That means every animation must be repeated 8 times. Even with the skeletons, you'll need to rig and export 8 times.

We usually respond to these requests by saying it's highly unlikely we'll be adding animations. At this time we don't have anyone on the dev team capable or interested in making them. I also don't think there's a lot of interest from the coders to extend the animation routines to support in-between animations like this. Given its such a specialised (ie - rare) skill and a mind-numbing artwork task, I suspect it won't happen any time soon.

That said, since you're a modeller (and animator?), you can have a look at the original Max files for our existing soldiers. We've only been able to open them in Max2013.

One thing to keep in mind is that our MD2 model is not very efficient with animations. It saves a model for each frame, so adding many more frames onto existing soldiers could cause performance problems. Transitioning to a new model format is on the agenda, but we probably won't see any major advances on this front soon.