vrijdag 5 november 2010

Final Thor Animations (Locked)


Final Thor Pistol Animation. (Locked for now)

- Adjusted Finger Alignment on grip
- Adjusted Curves On Clip Insert & Slider Pull
- Fixed Hand Clipping With Grip
- Fixed end of reload sequence to be less abrupt
- Adjusted speed of animation to 1/2 of original

This is as far as ill go for now, im already behind schedule and i need to get on with the other "hardware".

The animation speed can be adjusted within Tom's Core Engine™, this will get tested and adjust accordingly.

Will be prepped asap for implementation.

*note, lol typo in vid > Slomotion XD loool*

11 opmerkingen:

  1. "*note, lol typo in vid > Slomotion XD loool*"

    hehe, youtube picked it as Thumbnail just for that reason I guess ^_^

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  2. I think the reload animation is now too slow. And the animation speed we can't fix in Tom's engine, because we have to decide and lock the animation speed for the sound team (to sync their reload sound)

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  3. We can do that. Import -> Tweak -> Record -> send the sound designers an in-game video with the proper playback speed. As for the animation speed, it won't be a per clip based adjustment, just the complete animation set so it's only 1 value.

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  4. Im not posting false information, i checked it first before i wrote it down. And its kinda logical, First determine what speed the animation will play via code, after that the sound team will look at it.

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  5. It could be logical for delivering quality over time, but since we only have 6 more weeks for 3 more guns (+animtions, +audio) I took it that we didn't have time for tweaking the animation speed in-game when it could also be tweaked in 3ds max.

    This gun took you 3 weeks including animation, and even considered the fact that some work can be re-used (arms modeling, rigging, texturing) I suggest we speed up the pipeline.

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  6. The sounds associated with the animations have to be fairly vague anyhow. Unless Daniel can find some way to adjust audio playback speed, we can only adjust the pitch and interval between sounds while in bullettime.

    In practical terms: the animation will slow down, the audio won't, so unless we cut the files into little pieces (one for every "action" in the animation, like cocking the gun, putting in the clip) they won't remain synched with the on-screen animations.

    Main question: is it possible to adjust playback speed?
    if not: we have to use sub-action soundFX (release clip, add new clip, cock gun) At which point, tweaking the animation playback in code is fairly trivial compared to syncing it with the frames/duration of the original.

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  7. Another valid question: will you be able to only change the length of the slow motion effect, or also the amount of delay the slow motion effect will have?

    If the first, the audio team can make two files. One normal speed, one slow motion speed. Done. It still will have to be synced with the animation, but at least it won't have to be cut up in little pieces.

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  8. This nearly doubles the amount of sounds we will have, on the already tight budget.

    And yes we can adjust both the length and strength of the slowdown.

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  9. Never seen any document confirming the player can adjust the amount of slow motion.

    Also I've never seen any indication that 8 extra slow motion sounds (4 guns, shooting+reloading sounds) will double the amount of total sounds we have.

    This is something to be discussed internally on the monday.

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  10. Adjusting animation speed by re-setting key frames in max for every bone takes ages compared to adjusting 1 line of code and compiling it to test the values.

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  11. Nope, 3ds max also has a 're-scale time' button. It's just as simple, maybe even more simple.

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