Alexandermb Posted April 4, 2018 Report Share Posted April 4, 2018 Here are screenshots from a small fight having the variants i've done: Spoiler Lowered the body: 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted April 4, 2018 Report Share Posted April 4, 2018 (edited) They are small... they can cover the head at close combat. Edited April 4, 2018 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted April 4, 2018 Report Share Posted April 4, 2018 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 2 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted April 4, 2018 Report Share Posted April 4, 2018 Basically is a shield wall. The lost mobility as commando, but they gain defense and fire power by their archers. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted April 4, 2018 Report Share Posted April 4, 2018 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. 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted April 4, 2018 Report Share Posted April 4, 2018 The Assyrian do this before the Persian. Quote Link to comment Share on other sites More sharing options...
Sundiata Posted April 4, 2018 Report Share Posted April 4, 2018 (edited) 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 Edited April 4, 2018 by Sundiata 2 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted April 4, 2018 Report Share Posted April 4, 2018 This is how it will look if the shield is proplery sized 3 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted April 5, 2018 Report Share Posted April 5, 2018 Gave the shield more size and a bit more geometry instead of a plain mesh. Both animations have the chance to hit or to miss. Spoiler 3 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted April 5, 2018 Report Share Posted April 5, 2018 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: 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. 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted April 5, 2018 Report Share Posted April 5, 2018 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. 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted April 5, 2018 Report Share Posted April 5, 2018 Changed hand rotation. Spoiler Also did the falcata (5 animations) mixing some sword and shield techniques from the videos. Spoiler 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 Spoiler 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. 2 Quote Link to comment Share on other sites More sharing options...
Imarok Posted April 7, 2018 Report Share Posted April 7, 2018 Man that will be awesome Quote Link to comment Share on other sites More sharing options...
Skhorn Posted April 7, 2018 Report Share Posted April 7, 2018 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. Hide contents 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 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted April 7, 2018 Report Share Posted April 7, 2018 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. Quote Link to comment Share on other sites More sharing options...
Skhorn Posted April 7, 2018 Report Share Posted April 7, 2018 22 minutes ago, Alexandermb said: Could be an upper cut, i'm trying to imagine one slash strong enough to cut the throat but whitout compromising the weak spots. Spoiler Quote Link to comment Share on other sites More sharing options...
Thorfinn the Shallow Minded Posted April 8, 2018 Report Share Posted April 8, 2018 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. 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted April 8, 2018 Report Share Posted April 8, 2018 Changed some frames added the falcata, celt swordsman and rhomphaia: Variants_mod.7z Quote Link to comment Share on other sites More sharing options...
Stan` Posted April 8, 2018 Report Share Posted April 8, 2018 @LordGood Can you review those ? I'm not that good when it comes to reviewing animations. 1 Quote Link to comment Share on other sites More sharing options...
LordGood Posted April 9, 2018 Report Share Posted April 9, 2018 I can't tonight, I'll see if I can do it tomorrow 2 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted April 26, 2018 Report Share Posted April 26, 2018 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. Quote Link to comment Share on other sites More sharing options...
aeonios Posted April 26, 2018 Report Share Posted April 26, 2018 On 4/5/2018 at 8:12 AM, Alexandermb said: Changed hand rotation. Reveal hidden contents 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. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted April 26, 2018 Report Share Posted April 26, 2018 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. Spoiler 1 Quote Link to comment Share on other sites More sharing options...
Servo Posted May 3, 2018 Report Share Posted May 3, 2018 A23 Maybe off topic but I guess the skirmisher cavalry animation of throwing projectile is like throwing a dart. I guess it should lean a bit backwards when aiming then leaning more forward during release. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 16, 2019 Report Share Posted May 16, 2019 3 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.