Alexandermb Posted August 31, 2019 Author Report Share Posted August 31, 2019 23 minutes ago, wowgetoffyourcellphone said: That's true, because a basic run is just a faster walk for them. Now, if they are agitated or aggressive, yeah, some ear flapping, some trunk swinging, head movements would be awesome. The game really really needs a "charging" state for that extra pizzazz. I wonder if Fork AD is adding charging. Indeed, right now an elephant is just an expensive kind of ram with more health. Having charge would add the proper function of the elephant itself. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted August 31, 2019 Author Report Share Posted August 31, 2019 Desaturated 10% for match the other sele armor: (Missing the top crest). Spoiler 1 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted September 1, 2019 Author Report Share Posted September 1, 2019 Fixed hoplite stance: Spoiler 2 Quote Link to comment Share on other sites More sharing options...
Stan` Posted September 2, 2019 Report Share Posted September 2, 2019 @Enrique any feedback ? @Alexandermb Would be to split unit animations from this. Maybe One commit for elephant animations. One commit for fixed unit animations matching those new elephants animations One commit for Elephant animation blend file One commit for Elephant animation armor variant. Then we will have to proceed for the remaining units and be done. What do you think ? Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted September 2, 2019 Author Report Share Posted September 2, 2019 8 minutes ago, Stan` said: @Enrique any feedback ? @Alexandermb Would be to split unit animations from this. Maybe One commit for elephant animations. One commit for fixed unit animations matching those new elephants animations One commit for Elephant animation blend file One commit for Elephant animation armor variant. Then we will have to proceed for the remaining units and be done. What do you think ? renaming? what would we change? im ok with that commit schedule. TBH Elephant is ready though id rather wait to have everything done with riders included to commit it. Quote Link to comment Share on other sites More sharing options...
Stan` Posted September 2, 2019 Report Share Posted September 2, 2019 Remaining not renaming 2 minutes ago, Alexandermb said: TBH Elephant is ready though id rather wait to have everything done with riders included to commit it. Which riders ? Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted September 2, 2019 Author Report Share Posted September 2, 2019 Forgot to mention that following some references i made an alternate version of bow stretching animation (the timing between frame 0 and 20) before releasing but i consider the archer firing rate too fast. Archers should be reworked for historical accuracy and giving a bit more timing for aim. They are arches not gattling guns. But thats my opinion. generally speaking it rather reduce the archers firing rate while increasing the piercieng damage and also increasing the aiming time before release. 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted September 2, 2019 Author Report Share Posted September 2, 2019 Just now, Stan` said: Remaining not renaming Which riders ? Oh! ahahah my bad, im not fully awake . Elephant riders, id rather finish all animations before committing the changes to the armature. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted September 2, 2019 Report Share Posted September 2, 2019 (edited) On 8/31/2019 at 5:10 PM, Alexandermb said: Desaturated 10% for match the other sele armor: (Missing the top crest). Hide contents La proteccion de enrique en ls Edited September 2, 2019 by Lion.Kanzen 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted September 2, 2019 Report Share Posted September 2, 2019 2 minutes ago, Alexandermb said: Oh! ahahah my bad, im not fully awake . Elephant riders, id rather finish all animations before committing the changes to the armature. Ah I thought you were done 3 minutes ago, Alexandermb said: Forgot to mention that following some references i made an alternate version of bow stretching animation (the timing between frame 0 and 20) before releasing but i consider the archer firing rate too fast. Archers should be reworked for historical accuracy and giving a bit more timing for aim. They are arches not gattling guns. But thats my opinion. generally speaking it rather reduce the archers firing rate while increasing the piercieng damage and also increasing the aiming time before release. Interesting. Would be nice to have a special animation for @Freagarach zone attack would be also great to split reloading from the main animation but that requires some UnitAI changes maybe @wraitii knows where ? Or maybe just Attack.js not sure. Being able to specify the number of reloads would be nice for futuristic mods. In any case I believe we should finish with the reexport before adding any other animations to keep things okay. Some stuff should also be fixed like the units losing helmets and animations not working because of the recent changes... Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted September 2, 2019 Author Report Share Posted September 2, 2019 Just now, Stan` said: Ah I thought you were done In any case I believe we should finish with the reexport before adding any other animations to keep things okay. Some stuff should also be fixed like the units losing helmets and animations not working because of the recent changes... im looking references for improve the riders (Specially the maurya's archers) losing helmets? i have some fixes stored in the elephant adjustment mod folder. Quote Link to comment Share on other sites More sharing options...
Stan` Posted September 2, 2019 Report Share Posted September 2, 2019 1 minute ago, Alexandermb said: losing helmets? i have some fixes stored in the elephant adjustment mod folder. Look at the concerns raised on Phabricator I believe that's because you deleted groups between carry and the rest... Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted September 2, 2019 Author Report Share Posted September 2, 2019 Some references i have found so far: Spoiler Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted September 2, 2019 Author Report Share Posted September 2, 2019 3 minutes ago, Stan` said: Look at the concerns raised on Phabricator I believe that's because you deleted groups between carry and the rest... i've followed @wraitii changes on roman infantry about changes for made the formations works, Could be unrelated, here a test with pikemans wich was one of the group removals affected: Spoiler Its working properly here. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted September 2, 2019 Report Share Posted September 2, 2019 5 minutes ago, Alexandermb said: Some references i have found so far: Hide contents Spoiler Quote Link to comment Share on other sites More sharing options...
Stan` Posted September 2, 2019 Report Share Posted September 2, 2019 Problem seems to be building while carrying resources. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted September 2, 2019 Author Report Share Posted September 2, 2019 14 minutes ago, Stan` said: Problem seems to be building while carrying resources. Found the issue, fixed with this: Our formations wasn't working all this time because of the groups.... Spoiler They never remain idle because of the 2nd group... Spoiler 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted September 2, 2019 Report Share Posted September 2, 2019 @Alexandermb Can you fix (and commit) this in priority ? Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted September 2, 2019 Author Report Share Posted September 2, 2019 24 minutes ago, Stan` said: @Alexandermb Can you fix (and commit) this in priority ? Sure, to be honest i was just taking a break of animations and helmets making this brooch: Spoiler 1 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted September 2, 2019 Report Share Posted September 2, 2019 Thanks ! Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 2, 2019 Report Share Posted September 2, 2019 @Alexandermb Not to dog pile on you mang, lol, but can you look at some of the walks? Some of the walk_shield anims swing the shields around almost like they're not there. Same with the archer jog, the bow jiggles around like mad. The wood chopping animation looks to be the original submitted one, not @Enrique's edit/fix of it. Same with the mining animation. The pickaxe could go higher in the air and the arms extend straighter at the beginning and end of the stroke. Just some minor things I've noticed. The syntagma walk, for instance the sarissa pike jiggles and swings around weirdly. These are polish things, to be sure. 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted September 2, 2019 Author Report Share Posted September 2, 2019 2 minutes ago, wowgetoffyourcellphone said: @Alexandermb Not to dog pile on you mang, lol, but can you look at some of the walks? Some of the walk_shield anims swing the shields around almost like they're not there. Same with the archer jog, the bow jiggles around like mad. The wood chopping animation looks to be the original submitted one, not @Enrique's edit/fix of it. Same with the mining animation. The pickaxe could go higher in the air and the arms extend straighter at the beginning and end of the stroke. Just some minor things I've noticed. The syntagma walk, for instance the sarissa pike jiggles and swings around weirdly. These are polish things, to be sure. Use some screenshots to enphatize your points on this ones (pikeman, shield walk), could help to fix them, i just saw the archer jog. Also if have possible references for mining would help, i wanted to improve that one but was kinda hard to control the swing of the arms when minning. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted September 2, 2019 Author Report Share Posted September 2, 2019 Also, here it is a preview of the archer ranged attack ive done testing: Spoiler 4 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted September 2, 2019 Author Report Share Posted September 2, 2019 fixed two isues, and one improvement. Spearman using spear(whitout shield) running animations. Fixed Swordsman run_relax_shield having hand twisted while running making the shield cut the body in the half. Fixed Increased speed of running animations in a realistic speed and less jumping. Improvement 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 2, 2019 Report Share Posted September 2, 2019 I took the liberty of uploading this some time ago for Enrique when he first started the animation redux. 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.