Alexandermb Posted April 2, 2018 Report Share Posted April 2, 2018 (edited) i would like to have some help in references over here, this is something i wanted to do before and as mentioned by @wackyserious i think its time to do so heres the first one recently done after read the topic Edited April 2, 2018 by Alexandermb 1 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted April 2, 2018 Author Report Share Posted April 2, 2018 (edited) Injured Spearman: Comparison: Spoiler Edited April 2, 2018 by Alexandermb 2 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted April 2, 2018 Author Report Share Posted April 2, 2018 Injured Swordsman: Comparison: Spoiler 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted April 2, 2018 Author Report Share Posted April 2, 2018 Injured Archer: Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted April 2, 2018 Report Share Posted April 2, 2018 Looks drunk. By tired is more like a good session of fitness. I can recommend Cardio kick boxing is very similar or You can breath and you feel heavy. even you dont care if you are gonna die. the other day some friends invite to me practice boxing and some basically. Quote Link to comment Share on other sites More sharing options...
LordGood Posted April 2, 2018 Report Share Posted April 2, 2018 they need to keep pace with the current walk and jog animations, we cant have injured units slowing down, as interesting of a mechanic as that would be Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted April 2, 2018 Author Report Share Posted April 2, 2018 Just in case it can be reached the knocked status: 3 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted April 2, 2018 Author Report Share Posted April 2, 2018 (edited) I'm using the same leg's movement of the unit animations left in the animations and meshes blender file available in the art repo. and they will look drunk or tired until the blood is added then it will look injured.] Edited April 2, 2018 by Alexandermb 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted April 2, 2018 Author Report Share Posted April 2, 2018 (edited) There is a lot of factors that could be added for make this works for example: if units is slowed down by injuries then javelins cavalry and archers will be stronger from afar right? Deadly as they should be, alright then as i proposed before the different walking type animation when the unit is "combat_approaching" is crucial to make a shielded unit type change from relax mary poppyins walking animation to something similar to this: Spoiler a front shield walking/jog/running animation covering from the fire of the arrows and add a bonus to shield bearer units against arrows but if the unit isn't using a shield wich they are quite low in 0AD they wouldn't have bonus defense. I could do the animations whitout problems. Cavalry should always be dangerous for an injured batallion no mather wich animation they use or how slow are them, same as arrows. players will think it twice forcing a fight if they have planned retreat when their units reach dangerous hp level, defending players will be more stronger of course but that will force the attacking player to use more siege weapons. Variety, mechanics, strong strategy choices, realism, i don't see where it could fail after all big games like AoE DE have clipping and weird animations in some things and people don't criticize it, total war have the strong staring love story between units in a battle when they remain like 10 seconds looking each other before attempt a hit, AoE 2 switch weapons from left to right depending of the walking direction, Dawn of War have the moral System and is very good, battle realms have the injure animations as @wackyserious mentioned and i remember when i used to play it long time ago and never payed to much attention to the little details. Nowadays if the game is low poly like 0 AD but good looking it matters more the mechanics, complexity and performance than the animations changes but it always attract more people the new features no matter how small they are. Btw if this kind of units or structures are planned a simple arrow damage type protection small aura could make it work too. Edited April 2, 2018 by Alexandermb 3 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted April 2, 2018 Report Share Posted April 2, 2018 . 2 minutes ago, Alexandermb said: . Variety, mechanics, strong strategy choices, realism, i don't see where it could fail after all big games like AoE DE have clipping and weird animations in some things and people don't criticize it, total war have the strong staring love story between units in a battle when they remain like 10 seconds looking each other before attempt a hit, AoE 2 switch weapons from left to right depending of the walking direction, Dawn of War have the moral System and is very good, battle realms have the injure animations as @wackyserious and i remember when i used to play it long time ago and never payed to much attention to the little details. Nowadays if the game is low poly like 0 AD but good looking it matters more the mechanics, complexity and performance than the animations changes but it always attract more people the new features no matter how small they are. Good point total war have some animation of exhaustion (mental-body) Mira cuando Antonio cae sobre sus propias piernas, eso se siente. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted April 2, 2018 Author Report Share Posted April 2, 2018 3 minutes ago, Lion.Kanzen said: i could add an arrow struck in the body by using the same hands prop points like this, but it could look weird a battle swordsman against swordsman and suddendly a guy have an arrow in his stomach and says: “I used to be an adventurer like you, then I took an arrow in the knee.”, But if the death by unit type come some day it could fit. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted April 2, 2018 Report Share Posted April 2, 2018 This is the pose when you literal have exhaustion by great cardio, like combat, running... Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted April 2, 2018 Author Report Share Posted April 2, 2018 Another good point of having several walking types, other walk animations i have in mind is crouched slow walking when hunting wild fauna animals (Gazelle, deer), wolfs, lions and other wild dangerous animals should have another behavior variant for walking types, a wolf should run fast when attacking units, lions should run for attack units, crocodiles won't gonna run, if we have leopard or hiena they could be even more faster and more dangerous, none of them should just walk for attack an unit and always should chase the infantry if someone approach their territory. 2 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted April 2, 2018 Report Share Posted April 2, 2018 Check infantry soldiers following Alexander. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted April 2, 2018 Author Report Share Posted April 2, 2018 1 minute ago, Lion.Kanzen said: theres a lot of strong material in that video, cavalry animations, running animations, props. Quote Link to comment Share on other sites More sharing options...
asterix Posted April 2, 2018 Report Share Posted April 2, 2018 Quote Another good point of having several walking types, other walk animations i have in mind is crouched slow walking when hunting wild fauna animals (Gazelle, deer), wolfs, lions and other wild dangerous animals should have another behavior variant for walking types, a wolf should run fast when attacking units, lions should run for attack units, crocodiles won't gonna run, if we have leopard or hiena they could be even more faster and more dangerous, none of them should just walk for attack an unit and always should chase the infantry if someone approach their territory. 3 @Alexandermb I see that you made some nice looking animations that for now i do not think that they can be used since A23 is possibly around the corner, however with your last paragraph about the animals I agree, however, i think that right now would be nice if you could make animations for the bear that is in the game. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted April 2, 2018 Author Report Share Posted April 2, 2018 1 minute ago, asterix said: @Alexandermb I see that you made some nice looking animations that for now i do not think that they can be used since A23 is possibly around the corner, however with your last paragraph about the animals I agree, however, i think that right now would be nice if you could make animations for the bear that is in the game. i was working on it, maybe is time to resume it i left for learn more how armature works on four legged animals like in the horse last patch i uploaded, but now i think i could do it. Walking running and idle even feeding was already done, but i had strong problems with the attack animations. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted April 2, 2018 Author Report Share Posted April 2, 2018 tired for later campaing use. 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted April 2, 2018 Report Share Posted April 2, 2018 Check the cardio session Spoiler Check moden military trainqning Quote Link to comment Share on other sites More sharing options...
wackyserious Posted April 2, 2018 Report Share Posted April 2, 2018 This is really awesome! Thanks, keep it up! This will be useful in the future. This can be nice eyecandy for map editors too. Maybe animate the Gaulish tavern too, like what Stan does to some building, maybe put some drunkards there. 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted April 2, 2018 Author Report Share Posted April 2, 2018 48 minutes ago, Lion.Kanzen said: Check moden military trainqning thats something like the right animation in the first post, but the cardio for basic tired unit works, but for armed unit won't work too much, they rest their arms too much by laying in the thighs, for the infantry is needed something carrying staffs or a shield. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted April 2, 2018 Author Report Share Posted April 2, 2018 Heres from other angles Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted April 2, 2018 Author Report Share Posted April 2, 2018 and for archers or javelin units. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted April 2, 2018 Author Report Share Posted April 2, 2018 ok so i've finally made it to switch the animation from relax to ready when approaching an unit to fight by just adding this in the actor file and those two in the UnitAI. can i go wild with the ready walking animations ? Btw maybe it could be deffined too on garrison type variants by get entity class (elephant, turret, wall, ship, building, chariot, horse) and make a ground unit have several animations variants for garrisoned. Spoiler if someone want to checks in what i mean use this file and put 2 spart_infantry_spearman close enough to walk and fight, and place another guy far for move it freely.Spart_hoplites_attack_Animations.7z 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted April 3, 2018 Report Share Posted April 3, 2018 Quote Link to comment Share on other sites More sharing options...
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