Jos3BV Posted January 21, 2015 Author Report Share Posted January 21, 2015 (edited) +Farming+Carry Grain/Fruit+Meat Gatheringthere is no gameplay because i'm having some troubles with the prop in the back bones. I'll fix it soon enough. I wish units would move slower when they are shuttling the resource (like in Age of Empire). That way it can be upgraded (maybe we can actually add wheelbarrows and hand carts to the shutting animations too).That it's not up to me, it's a great idea. i would love to make any animation even more if it makes a difference with other games.I don't understand something. If the bag of seeds is carriable on the back why is she holding it ? She should have her arms like this maybe :Yea, I just wanted to make it look more heavier. i'll fix that lateras you can see i have a plenty of time...for now, And Yesterday i came up with an idea to make a little animation for the logo of 0AD, i'll upload it in a couple of days. It's no much but maybe you like it. Here you have an advance about how it's looks like. Edited January 21, 2015 by Jos3BV 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted January 21, 2015 Report Share Posted January 21, 2015 For chopping and mining, try to extend the arms further when they swing the axe. For instance the elbows would be straight when the axe head hits the tree or rock. Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 21, 2015 Report Share Posted January 21, 2015 +Farming+Carry Grain/Fruit+Meat Gatheringthere is no gameplay because i'm having some troubles with the prop in the back bones. I'll fix it soon enough. That it's not up to me, it's a great idea. i would love to make any animation even more if it makes a difference with other games.Yea, I just wanted to make it look more heavier. i'll fix that lateras you can see i have a plenty of time...for now, And Yesterday i came up with an idea to make a little animation for the logo of 0AD, i'll upload it in a couple of days. It's no much but maybe you like it. Here you have an advance about how it's looks like.2_0090.jpgThey already have an intro here But upload it somewhere, who knows it might be useful. Quote Link to comment Share on other sites More sharing options...
tribalbeat Posted January 21, 2015 Report Share Posted January 21, 2015 I want to first say that the quality of your animations is amazing! They look so good and add some nice *oomf* to the units. You may want to tweak the Carry Grain animation though, it looks like that may hurt her arms! Also, I feel like if she carried the meat like that, it would tear really easy and fall on the ground. I think maybe a two handed animation would look a bit better. Besides that, everything looks great! Quote Link to comment Share on other sites More sharing options...
Wijitmaker Posted January 21, 2015 Report Share Posted January 21, 2015 as you can see i have a plenty of time...for now, And Yesterday i came up with an idea to make a little animation for the logo of 0AD, i'll upload it in a couple of days. It's no much but maybe you like it. Here you have an advance about how it's looks like.2_0090.jpgNice work on the animations, it is good to see some new animations since the once I did 10 years ago I like where you are going with that animated logo. I like the use of depth of field. Quote Link to comment Share on other sites More sharing options...
Jos3BV Posted January 21, 2015 Author Report Share Posted January 21, 2015 +Carry Grain/fruit+Slaughter+Carry MeatI think maybe every death animations must be finish in the center of the model, so there would be no problem like the one you see in the meat gathering videoI'll finish all the FC's animations and then i'll check and try everything you ask 3 Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 21, 2015 Report Share Posted January 21, 2015 That peasant will break her back carrying that meat loaf ^^ Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 21, 2015 Report Share Posted January 21, 2015 As reported here : http://trac.wildfiregames.com/ticket/1437 A fishing animation of a unit would help to make a design decision on the ticket. If you can try to make that anim too Also you can make a fishing rod and rig it to make it even more realistic.In the design doc this anim is missing (Enrique made it some time ago), And those too :- Double Rowing- Simple Rowing- Boat Fishing- Land Fishing.Example (using current in game anims) : 1 Quote Link to comment Share on other sites More sharing options...
Skhorn Posted January 22, 2015 Report Share Posted January 22, 2015 As reported here : http://trac.wildfiregames.com/ticket/1437 A fishing animation of a unit would help to make a design decision on the ticket. If you can try to make that anim too Also you can make a fishing rod and rig it to make it even more realistic.In the design doc this anim is missing (Enrique made it some time ago), And those too :- Double Rowing- Simple Rowing- Boat Fishing- Land Fishing.Example (using current in game anims) :screenshot0243.pngShould'nt be a net instead of a fishing rod? Quote Link to comment Share on other sites More sharing options...
Loki1950 Posted January 22, 2015 Report Share Posted January 22, 2015 Or both net and rod as variants yeah more work.Enjoy the Choice 2 Quote Link to comment Share on other sites More sharing options...
Skhorn Posted January 22, 2015 Report Share Posted January 22, 2015 Or both net and rod as variants yeah more work.Enjoy the Choice Or the rod as an upgrade tech,but as you said, its more work. That depends on @Jos3BV Quote Link to comment Share on other sites More sharing options...
Jos3BV Posted January 22, 2015 Author Report Share Posted January 22, 2015 Or the rod as an upgrade tech,but as you said, its more work. That depends on @Jos3BVIf it's can be implemented on the game i have no problem with making any animation. but like i said before, it's not up to me 2 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted January 22, 2015 Report Share Posted January 22, 2015 I don't think have extra animations bother anyone.If it's possibly have 2 variants to same action can be nice for game aesthetic. Quote Link to comment Share on other sites More sharing options...
Jos3BV Posted January 22, 2015 Author Report Share Posted January 22, 2015 (edited) I don't think have extra animations bother anyone.If it's possibly have 2 variants to same action can be nice for game aesthetic.that's what i have on mind, but making change on the animation from an upgrade tech? that implies programing too, animate isn't the problem Edited January 22, 2015 by Jos3BV Quote Link to comment Share on other sites More sharing options...
Skhorn Posted January 22, 2015 Report Share Posted January 22, 2015 (edited) I forgot to mention it: IMHO. But the two variants works too.Ademas no creo que sea tan difÃcil hacer la tecnologÃa, seria añadir y modificar algunos xml y voila!. Por cierto @jos3VB que genialidad lo que estas haciendo Edited January 22, 2015 by Skhorn Quote Link to comment Share on other sites More sharing options...
Jos3BV Posted January 22, 2015 Author Report Share Posted January 22, 2015 HabrÃa que preguntar si es compatible antes de comenzar a hacer esas variables; por ahora me preocuparé de hacer las animaciones principales Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted January 22, 2015 Report Share Posted January 22, 2015 (edited) HabrÃa que preguntar si es compatible antes de comenzar a hacer esas variables; por ahora me preocuparé de hacer las animaciones principales los soldados tienen variantes con sus ataques principalmente lanceros y espadachines.English The soldiers have some variances in their animations, example Swordman and Spearman when attacksI think is possibly add variance to animations and/ or unlock an animation to fishing rod. As you say we can ask. Edited January 22, 2015 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
WhiteTreePaladin Posted January 22, 2015 Report Share Posted January 22, 2015 (edited) I would make the rowing animations separate from the main model. That way they can be separated from the boat when it sinks (fall out). As it is currently, the oars would fall towards the bottom of the ship because they are parented to the boat. Since the boat randomly angles when sinking, the oars wouldn't sink properly. Also, we would need separate masts with their own destruction animations. This will allow us to have sunken ships on the bottom without masts sticking so far out of the water.Masts animation ticket:http://trac.wildfiregames.com/ticket/2986Ship sink ticket: (requires the above ticket to be done first for best results)http://trac.wildfiregames.com/ticket/2461 Edited January 22, 2015 by WhiteTreePaladin 2 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted January 22, 2015 Report Share Posted January 22, 2015 (edited) The carry meat animantion is actually one of the good ones to me. Looks like a nice biig Auroch steak. The meat cutting is good too.overall I think the mining, chopping, running, and walking need the most work. The mining and chopping just doesnt look natural to me, like she is an 80 year old pensioner with sciatica in her back. Edited January 22, 2015 by wowgetoffyourcellphone Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted January 22, 2015 Report Share Posted January 22, 2015 That peasant will break her back carrying that meat loaf ^^I don't think the props need to be 100% realistic, IMO it's more important that the player can see what they're carrying at normal camera views. 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 22, 2015 Report Share Posted January 22, 2015 I don't think the props need to be 100% realistic, IMO it's more important that the player can see what they're carrying at normal camera views.No I meant carrying it this way. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted January 22, 2015 Report Share Posted January 22, 2015 The slaughter animation don't looks she is killing an animal, look like she is fighting with himMat be slice over head, having the knife down. Or killing with club hitting in the head. Quote Link to comment Share on other sites More sharing options...
feneur Posted January 22, 2015 Report Share Posted January 22, 2015 The slaughter animation don't looks she is killing an animal, look like she is fighting with himMat be slice over head, having the knife down. Or killing with club hitting in the head.I think the issue is that it has to work for all animals. Otherwise there would have to be different animations for each and every animal that can be slaughtered. 1 Quote Link to comment Share on other sites More sharing options...
Jos3BV Posted January 22, 2015 Author Report Share Posted January 22, 2015 (edited) I think the issue is that it has to work for all animals. Otherwise there would have to be different animations for each and every animal that can be slaughtered.That's exactly why i did that way. But I was thinking about and some post ago somebody said that there could be an a hunt animation, that could solves the problem between slaughter a sheep (who keep still meantime they are slaughtered) and hunting a moving deer (throwing a spear or a bow and arrow, I don't know). And that will make it more realistic, i doubt that a peasant fights with a knife to hunt a deer. Like i said before, if the game engine can support them, i have no problem with making any animation Edited January 22, 2015 by Jos3BV 3 Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 27, 2015 Report Share Posted January 27, 2015 Hey any updates ? Also maybe you could provide the daes + source files ( so if you don ´t have much time anymore we still have anims) 1 Quote Link to comment Share on other sites More sharing options...
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