Phalanx Posted November 22, 2016 Report Share Posted November 22, 2016 1 hour ago, Lion.Kanzen said: The cavalry will need something different Possibly a dismount, then kicking or knocking while holding on to the horse. Quote Link to comment Share on other sites More sharing options...
Stan` Posted November 22, 2016 Report Share Posted November 22, 2016 Or maybe cheer up with a banner or something. Like a typical noble would do when entering a city. 2 Quote Link to comment Share on other sites More sharing options...
WhiteTreePaladin Posted November 23, 2016 Report Share Posted November 23, 2016 8 hours ago, Itms said: We desperately need those indeed. For the record, I think that something along the lines of kicking down doors was the best solution brought up. Currently some units use pitchforks, which looks a tad ridiculous. Some people were in favor of using the healing animation but that would look "magical" - however cheering with weapons and armor would be a nice addition to kicks and bumps. Wouldn't the promotion animation fit better than the healing animation? (Might be confusing though) Quote Link to comment Share on other sites More sharing options...
Enrique Posted November 23, 2016 Author Report Share Posted November 23, 2016 1 hour ago, WhiteTreePaladin said: Wouldn't the promotion animation fit better than the healing animation? (Might be confusing though) Promotion loop will be the capturing animation. That's why you don't see a specific "capture" animation in the roadmap. Promotion animation will be triggered only once when a unit is actually promoted. IMO they would look silly with an animation loop kicking to the wall. What I think it is needed is some kind of audio loop spawned where the building is being captured with the sounds of soldiers shouting/cheering noise. Maybe some other visual cues like the building flashing in a particular color or something. We don't have to rely on identifying which kind of animations the units are playing in order to know what is happening.  2 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted November 23, 2016 Report Share Posted November 23, 2016 (edited) 2 hours ago, Enrique said: Promotion loop will be the capturing animation. That's why you don't see a specific "capture" animation in the roadmap. Promotion animation will be triggered only once when a unit is actually promoted. IMO they would look silly with an animation loop kicking to the wall. What I think it is needed is some kind of audio loop spawned where the building is being captured with the sounds of soldiers shouting/cheering noise. Maybe some other visual cues like the building flashing in a particular color or something. We don't have to rely on identifying which kind of animations the units are playing in order to know what is happening.  Have 3 capture anim variations, like the ones in DE. They play these capture animations when capturing. Building player color flashes back and forth as being captured. Can flash from player color to white and back (say, fades back and forth rapidly over about 1 or 2 seconds), or flash from player color to capturing player color (the one capturing it the most). Also, play capturing sound FX. 1-5 soldier have individual cheers and yells, 6-15 have a "small crowd" sfx, 16-30 have a "medium crowd sfx, and 31+ have a "large crowd" sfx.   Edited November 23, 2016 by wowgetoffyourcellphone 4 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted November 24, 2016 Report Share Posted November 24, 2016 On 11/22/2016 at 3:34 PM, Phalanx said: Possibly a dismount, then kicking or knocking while holding on to the horse. He can just wave his sword around like his infantry fellows. Then horse can stamp. 1 Quote Link to comment Share on other sites More sharing options...
Radagast. Posted November 29, 2016 Report Share Posted November 29, 2016 On 11/22/2016 at 8:34 PM, Phalanx said: Possibly a dismount, then kicking or knocking while holding on to the horse. wow the imagination is fantastic. And it could be reused: in a snowy region a horseman dismounts, knocks to the old gate because his unit has been splintered. a subquest. Quote Link to comment Share on other sites More sharing options...
Enrique Posted December 31, 2016 Author Report Share Posted December 31, 2016 SoonTM Â (click to enlarge) 8 Quote Link to comment Share on other sites More sharing options...
wackyserious Posted December 31, 2016 Report Share Posted December 31, 2016 (edited) I've also created and edited some plaid patterned cape textures It looks good on Celtic units. Edited December 31, 2016 by wackyserious 3 Quote Link to comment Share on other sites More sharing options...
av93 Posted January 1, 2017 Report Share Posted January 1, 2017 There has been some decision about adding gaul archers @Enrique? Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted January 1, 2017 Report Share Posted January 1, 2017 1 hour ago, av93 said: There has been some decision about adding gaul archers @Enrique? I use Celtic archer as the 2nd Gallic/Briton mercenary from the mercenary camps. 1st one be the Naked Fanatic of course. Quote Link to comment Share on other sites More sharing options...
Enrique Posted January 1, 2017 Author Report Share Posted January 1, 2017 4 hours ago, av93 said: There has been some decision about adding gaul archers @Enrique? Sorry av93 but I'm off-touch with the current plans about it. Â Units and animations are in SVN now. Please use the following thread to report any bugs/errors with them: Â 4 Quote Link to comment Share on other sites More sharing options...
Enrique Posted January 23, 2017 Author Report Share Posted January 23, 2017 More info about it: Spoiler  Please note, ALL animation information gets recorded in the bones and we can start the simulation on any pose (so it can also have manual driven animation like puting the hands in the throat or where it is supposed to be hit etc..) plus it can be tweaked after converted to frames. This will save me TONS of time of manual animation for deaths variations. I had to spend a lot of time on this but it's definitely worth it. I got really frustrated after attempting numerous cavalry horse animations that weren't achieving the quality I was looking for, but I think we can get really nice results with this. So only attack animations are left for cavalry now! I hope you got a laugh watching de video   7 Quote Link to comment Share on other sites More sharing options...
Skhorn Posted January 23, 2017 Report Share Posted January 23, 2017 (edited) That demonic possession Is it possible to have animations given how they die? I mean, if a rock from a siege engine kills a unit would represent a different animation of death Edited January 23, 2017 by Skhorn 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 23, 2017 Report Share Posted January 23, 2017 (edited) Just now, Enrique said: More info about it:  Hide contents  Please note, ALL animation information gets recorded in the bones and we can start the simulation on any pose (so it can also have manual driven animation like puting the hands in the throat or where it is supposed to be hit etc..) plus it can be tweaked after converted to frames. This will save me TONS of time of manual animation for deaths variations. I had to spend a lot of time on this but it's definitely worth it. I got really frustrated after attempting numerous cavalry horse animations that weren't achieving the quality I was looking for, but I think we can get really nice results with this. So only attack animations are left for cavalry now! I hope you got a laugh watching de video   Will you share the blend ? Light setup is nice too.  Anyways GREAT WORK cheers Edited January 23, 2017 by stanislas69 1 Quote Link to comment Share on other sites More sharing options...
Enrique Posted January 23, 2017 Author Report Share Posted January 23, 2017 12 minutes ago, Skhorn said: That demonic possession Is it possible to have animations given how they die? I mean, if a rock from a siege engine kills a unit would represent a different animation of death Sadly no... This would allow for a lot of cool stuff like arrows/javs piercing bodies when dead from range attacks, heavy hits from elephants/cav charging... etc. 9 minutes ago, stanislas69 said: Will you share the blend ? Sure, will upload it to the repo when I'm done with it (I may have to add some extra bones to the horse still) 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 23, 2017 Report Share Posted January 23, 2017 (edited) Ah right I was too much concentrated on the things flying around I didn't notice it was a new horse @Enrique is it because they are in slow mow that they look a bit like jelly ? Edited January 23, 2017 by stanislas69 Quote Link to comment Share on other sites More sharing options...
Enrique Posted January 23, 2017 Author Report Share Posted January 23, 2017 It's not slow motion, that's normal speed. They look a bit like jelly because there's no way (or I couldn't figure out) how to create joints resistance to simulate muscle strength. I didn't want to spend more time with this either, so I stopped tweaking until I was happy enough with the results. Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 23, 2017 Report Share Posted January 23, 2017 I see, maybe if they were more heavy ? Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted January 24, 2017 Report Share Posted January 24, 2017 The problem is the horse don't react to pain, die instantly. Why the horse don't reac to paint for example a spear or a pike. there fine if the hit is very strong  like mace hit or catapult hit. Spoiler   Quote Link to comment Share on other sites More sharing options...
Enrique Posted January 24, 2017 Author Report Share Posted January 24, 2017 I don't think having death animations that takes a while until they're clearly dead in the ground is beneficial for a player that should know if his units are dying/losing a battle to be able to decide if he should retreat or not. I'm sure in reality there were a lot of times where the rider died and the horse just flee, or just stood there. Also rearing up on every death animation would look a bit stupid. @Lion.Kanzen Try imitating in front of a person a death by any type of weapon and ask them to tell you which type of weapon death you were imitating... 2 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted January 24, 2017 Report Share Posted January 24, 2017 I have in my mind the death animations of cavalry by original AoE. Quote Link to comment Share on other sites More sharing options...
Enrique Posted January 24, 2017 Author Report Share Posted January 24, 2017 Please check how they did aoe2 ones in the following video (incredible play btw). Notice how the horses tumble as if they were hit hard from a side which is simply how a horse would lose balance and fall but could also look as if they were hit hard from one side. Spoiler   1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted January 24, 2017 Report Share Posted January 24, 2017 Probably need some kind of blood as special effect. No much, because animal cruelty. but Alexander Busephalus death is fantastic. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted January 24, 2017 Report Share Posted January 24, 2017 Ok you have right Spoiler   Quote Link to comment Share on other sites More sharing options...
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