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Fighting techniques references


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I'm gonna leave here the mod folder so can be better analized from atlas perspective, in the meantime i'm gonna see what can be done for falcata figthing with the sword and shield videos that are posted, have fun.

Mod:Attacking_Animations.7z

     Units ssing the variants:

Spart_champion_sword
Pers_spearmans
Rome_imperial
Gaul/Brit_spearmans

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1 minute ago, Lion.Kanzen said:

Basically is a shield wall.

The lost mobility as commando, but they gain defense and fire power by their archers.

Exactly, better defense, less attack, less mobility when in combat state could be good if stats use the equipment and figthing style as balance something like:

Celt more attack less defense
Romans balance between attack and defense but less attack speed and less attack range
Iberian swordsman more speed less defense more attack
Hoplites more defense less attack, more attack range and so on.

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5 hours ago, Alexandermb said:

Are we sure the tower shield has the correct size? it looks kinda small.

The shield for the sparabara is indeed too small, which also forces you to use an overly crouched position in the anims. When placed upright on the ground, the shield should (almost) reach the throat. They took the term shieldwall literal :P 

Edited by Sundiata
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Watch the way you twist a man's wrist. The range of motion in the wrist is not as great as you depict on the sparabara here:

2 hours ago, Alexandermb said:

image.png.7c3ecc169c76f8e58cde0bfbc14b8dba.png

Make sure to try these kinds of movements with your own body/hands so you can understand what each joint is capable of. The wrist is not capable of the angle you have here. :) 

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2 minutes ago, wowgetoffyourcellphone said:

Watch the way you twist a man's wrist. The range of motion in the wrist is not as great as you depict on the sparabara here:

Make sure to try these kinds of movements with your own body/hands so you can understand what each joint is capable of. The wrist is not capable of the angle you have here. :) 

Another injury.

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Changed hand rotation.

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    sparabara_fixed.gif.53f2599529ee4ae136d5abab41ad82b4.gif

Also did the falcata (5 animations) mixing some sword and shield techniques from the videos.

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Also celtic swordsman taking the celt or gaul video posted in this topic mixing that figthing with some poses found in the references from osprey book and celtic textures topic

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    celtic_b.gif.97dee56253427408494f6cb8535eb089.gifceltic_a.gif.bed877730a75f7cb460dff59c00e39b1.gif
    celtic_d.gif.663e8511dfc7b9bba4b3295656637772.gifceltic_c.gif.ac070301298693257871f9e93b801ae4.gif6cc4f5159b7da1b4e0b4305ead69f947.jpg4a4cb4ee3f9a0b64d4353977b4a54b56--the-celts-celtic-warriors.jpg
    images?q=tbn:ANd9GcScjFncedwUsKs0PEeEMAqKbhOEZUHBZurTna9XC4R87euQFoty

     

Note: Sometimes i don't see little glitches or wrong movements because i work at full speed(30 or 60 fps in blender) (other cases the bones don't let me see small spots like the cape clipping before noticed in the sparabara later fixed)  for properly make a fast enough animation for 0 AD instead of a training one like the videos.

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On 3/4/2018 at 12:37 AM, Alexandermb said:

Heres another row for spart_swordsman champion, i want to divide each civ in their respective combat  discipline, weapons and shields, so we have more historical accuracy and more immersion.

 

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I think the third slash needs to be more powerful, it seems quite like a gently touch. Like dude, let me cut your throat gently

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3 minutes ago, Skhorn said:

I think the third slash needs to be more powerful, it seems quite like a gently touch. Like dude, let me cut your throat gently

Could be an upper cut, i'm trying to imagine one slash strong enough to cut the throat but whitout compromising the weak spots.

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One point that you might want to change is the way that the attack is done.  Generally in sword fighting (at least from a HEMA perspective) you want to lead with the sword then follow through with the foot.  The following, done by a sword and buckler practitioner, shows the general point I am aiming at.

 

 

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  • 3 weeks later...

i often see Forged in fire at History Channel it helps to know more about forgin (obviously) but also shows how they could be used by a normal person of this era whitout being an historical expert, last night they show the Rhomphaia and how hard it was to be made but also they did some figthing with stationary objects, this program often shows some kind of weapon usage wich fits in the 0 AD Combat animations because they are stationary rather than a normal 1vs1 fight practice. 

If someone wants to know wich episode was it is Season 5 Ep 1.

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On 4/5/2018 at 8:12 AM, Alexandermb said:

Changed hand rotation.

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    sparabara_fixed.gif.53f2599529ee4ae136d5abab41ad82b4.gif

 

The wrists should always be held straight so that the pinky finger is mostly lined up with the forearm. Both for punching in martial arts and for playing the drums this is true, because if you hold your hand in any other position then it cannot withstand as much force. (and you risk carpal tunnel)

Of course there are other possible techniques for drumming, but for punching you pretty much always keep your wrist straight. There's no way you could get much force if you were thrusting with a spear with your wrist bent like that.

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Remember the armature is not exactly like the human skeleton and won't behave as that, the actual animations enrique did had some inconsistencys too not because they are intentionally added, but because they are being made in general for an amount of props wich have several sizes, lenghts or width including also that the fightings animations can't be 100% real because any 1 vs 1 fight includes specific techniques for defending and attacking, if i stab the enemy he will use the shield for avoid being stabbed but thats not the case in 0 AD because the game doesn't have a blocking function to avoid being hitted nor they will wait until the enemy hit to react, the game is just a couple of guys stabbing or slashing the air. The main objective from an RTS combat animations wich doesn't exactly allow a first person perspective of the battle scene is to make the combat beauty from afar ie; fast cuts, strong stabs, exagerated reactions, all of that from the game perspective like AoE so yes they will end being with injuries or wrong armature behavior but not because they are intentionally added, but because the game is made from a performance perspective so anyone can enjoy whitout having a powerfull pc just like AoE and that means a basic armature whitout having exactly all the amount of bones of the human body or the files will end being like 30 mb per animation or 15, having a low poly body mesh wich will also behave wrong because the limited amount of vertex won't gonna imitate the same body musculature behavior. For having that illusion of real body animations it will need a full armature just like the ones used for Dark Souls or Skyrim wich have bones for every zone of the mesh including skirts, tails, wings shoulders, ankles, wrist, hand, fingers.

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