Alexandermb Posted October 18, 2019 Author Report Share Posted October 18, 2019 Definitely yes, the last gif is good enough reference to get the idea. Still love their UI their font and Icons. From all the settlers game this was by far the "game" and not the abyssal end they went throught the next releases. Would be better apply the shield/sword hit to the ready variant? it could work as taunting. 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 18, 2019 Report Share Posted October 18, 2019 Whatever you like it's actually my favourite game ,:) Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 19, 2019 Report Share Posted October 19, 2019 @Alexandermb Btw wash mouth clean boots, and smash bug would also be nice to have idles. Some variants for mining. Will be nice when we have visible garrisoning mining. Variants for building. 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 19, 2019 Report Share Posted October 19, 2019 @Alexandermb Camel gather meat still broken Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 20, 2019 Author Report Share Posted October 20, 2019 On 10/19/2019 at 10:55 AM, Stan` said: @Alexandermb Camel gather meat still broken Have to take a look at the armature. in other talk: Sword/Shield hit is done in ready variant some days ago but forgot to mention: Spoiler 2 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 20, 2019 Author Report Share Posted October 20, 2019 @Stan` also did another attacking animation, the infantry push forward with his shield don't know if its desired for any formation like roman preatorians agaisn't civilians? Spoiler Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 20, 2019 Report Share Posted October 20, 2019 Looks alright would be better with a gif Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 20, 2019 Author Report Share Posted October 20, 2019 2 hours ago, Stan` said: Looks alright would be better with a gif Yep, would be better, do you know some of your magic scripts to make gif out of blender magically instead of "yeah this addon make gif, but you need to use gimp, photoshop, google chrome, find an unciorn tear and bolivars dream to make the gif, only that, i beat you can find it easily" Do you think its possible to have reactions animations? like being pushed back because the infantry got a sword slash on his shield? 2 Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 20, 2019 Report Share Posted October 20, 2019 1 minute ago, Alexandermb said: Yep, would be better, do you know some of your magic scripts to make gif out of blender magically instead of "yeah this addon make gif, but you need to use gimp, photoshop, google chrome, find an unciorn tear and bolivars dream to make the gif, only that, i beat you can find it easily" https://www.screentogif.com/ I use that, pretty happy about it, see the number of gifs I posted recently 1 minute ago, Alexandermb said: Do you think its possible to have reactions animations? like being pushed back because the infantry got a sword slash on his shield? It's possible. It's a bit complex to put in place, @Freagarach might tell you more. I recently created a ticket for knockback. One can imagine that a unit suffering from knockback might only play a specific animation. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 20, 2019 Author Report Share Posted October 20, 2019 Reaction test - 01: Spoiler Sword shield taunt: Spoiler @Stan` thanks the tool its really helpfull and easy, not like OTHERS addons wich don't worth to mention hahaha. 3 Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 20, 2019 Report Share Posted October 20, 2019 The shield banging one looks more like a taunt so maybe an idle_ready variant. not really something you'd do if you were relaxed. Both are nice though. 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 20, 2019 Author Report Share Posted October 20, 2019 1 minute ago, Stan` said: The shield banging one looks more like a taunt so maybe an idle_ready variant. not really something you'd do if you were relaxed. Both are nice though. Yep, thats was my thought, its something you do if you are ready not something you do relaxed thinking on life and resources. Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 20, 2019 Report Share Posted October 20, 2019 That's because the unit doesn't look bored doing it Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 20, 2019 Author Report Share Posted October 20, 2019 This was done before start the react thing: Spoiler 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 20, 2019 Report Share Posted October 20, 2019 Nice, you might want him to tilt his head down a bit more like the reference. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 20, 2019 Author Report Share Posted October 20, 2019 8 minutes ago, Stan` said: Nice, you might want him to tilt his head down a bit more like the reference. tilted the head a lil bit (and chest). React scutum - 02: Spoiler Quote Link to comment Share on other sites More sharing options...
wackyserious Posted October 20, 2019 Report Share Posted October 20, 2019 1.) Maybe some stationary hopping/jumping to shake of the whole body, like a warm up. 2.) Also, downward shaking or stretching of the sword arm would look nice. 3.) For sword infantry heroes, maybe pointing his sword downward while inspecting it. Also, resting the shield on the ground 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 20, 2019 Author Report Share Posted October 20, 2019 For resting shield on ground i would have to include longer idles, wich will only work if the infantry isn't sync with any other actors ex: chariots, riders, animals. but yeah i've thinking on do them.@Stan` wouldn't affect having long idles (around 100 or 180 frames) for idles like relaxing above shield (thought this would require to measure every shield and see if they would fit probably gonna require duplications based on the shield size.) i mean, they will be really relaxed and won't look weird if they start to walk while their shield is on ground? Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 21, 2019 Report Share Posted October 21, 2019 I don't know. I was thinking we could also have sitting idles for campfires and stuff. 8 hours ago, Alexandermb said: tilted the head a lil bit (and chest). I meant for the cleaning nose animation Quote Link to comment Share on other sites More sharing options...
Freagarach Posted October 21, 2019 Report Share Posted October 21, 2019 11 hours ago, Stan` said: It's a bit complex to put in place, @Freagarach might tell you more Well, it is hard to put in place nicely Since the visual attacks do not always coincide with the actual taking damage (which would be the trigger for this animation) it would be hard to time it right. Also, when the attacked unit is playing an attack animation of its own, it would be interrupted by this animation, which would look weird also. I actually had such thing in my mod, where a unit could block damage, thus also resetting the attack; this animation would fit perfectly in there All these animations make me wish D1496 gets a rebase ^^. 2 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 21, 2019 Author Report Share Posted October 21, 2019 7 hours ago, Stan` said: I don't know. I was thinking we could also have sitting idles for campfires and stuff. I meant for the cleaning nose animation So long idles wouldn't matter? Yep thats it, but since the change is barely noticeable didn't make a gif. Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 21, 2019 Report Share Posted October 21, 2019 I guess idles should be split by action, but if they are longer they should be alright Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 21, 2019 Author Report Share Posted October 21, 2019 Just now, Stan` said: I guess idles should be split by action, but if they are longer they should be alright Yes, i meant: if i use sit idles or stuff like that, 60 frames lenght are just the transition from stand to sit, it would look weird, but if i apply longer timers it would look more natural But a sit idle will be canceled by an order inmediatly. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted October 21, 2019 Author Report Share Posted October 21, 2019 Also, important to mention, last night i was tweaking end frames of the natural idles to make the transition from one to another more smooth, i will committ them soon. 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 21, 2019 Report Share Posted October 21, 2019 18 minutes ago, Alexandermb said: But a sit idle will be canceled by an order inmediatly. Yeah we don't have transition anims. The idea was to have some units sit in camps . 17 minutes ago, Alexandermb said: Also, important to mention, last night i was tweaking end frames of the natural idles to make the transition from one to another more smooth, i will committ them soon. If you add new anims can you make sure they follow the naming conventions ? Ex 01 instead of a etc Quote Link to comment Share on other sites More sharing options...
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