neokika 62 Posted August 15, 2011 Does not know what he is talking about.The reason why they can't make them without using 2+ years of time is because the upper body and lower body anims are connected. I'll let you figure out the rest. Arma 2 already allows blending an animation on the upper body, all reload/gestures are done this way. _neo_ Share this post Link to post Share on other sites
smookie 11 Posted August 15, 2011 arma engine does not allow for custom weapon reload animations as the reload type is solely magazine-depended. On top of that it is impossible to create an animation of hand movement synchronized with weapon animation (not to mention visible magazine releasing, belt manipulation for machineguns etc.). There can only be workarounds, question is - is it really worth it? Share this post Link to post Share on other sites
cia_kid 10 Posted August 15, 2011 Hi allThe problem with animation production at BI in the past has been that it has relied on people actualy doing the action on the motion capture stage; a time consuming and expensive process. For certain jobs it is the best method but for much of the mundane stuff these methods are better: http://essay.utwente.nl/57579/1/scriptie_Nusman.pdf Kind Regards walker I'd do it for free to help out, hell, we all would do anything to make ARMA 3 as good as possible. The better the vanilla, the better the mods can be. Share this post Link to post Share on other sites
zukov 490 Posted August 15, 2011 arma engine does not allow for custom weapon reload animations as the reload type is solely magazine-depended. On top of that it is impossible to create an animation of hand movement synchronized with weapon animation (not to mention visible magazine releasing, belt manipulation for machineguns etc.). There can only be workarounds, question is - is it really worth it? yes it is :) for the immersive sensation IMHO maybe an ARRAY on cpp ? XML like Cryengine3? or re-rig the character from scratch Share this post Link to post Share on other sites
PuFu 4600 Posted August 15, 2011 as smookie said, there are only workaround available, since (different than any other game), the weapons are animated independently of the character animations (IE: trying to create a character animation that would try and mimik the weapon movements - which is very hard (read almost impossible) from an addon creator as you can never see the weapon and the character anims together when creating the latter). array on cpp or xml for what exactly? What does re-rigging has to do with it all? Learn what terms means before using them next time please. It is the current system that would need some work on Share this post Link to post Share on other sites
zukov 490 Posted August 15, 2011 i wrote for ARMA3 the developers, maybe they know how to implement the reloads animations array, a table for choosing different animations on C++ (i believe is the language for Virtual reality) Cryengine 3 uses a full body animations on a separate folder, and the character is coded through XML and LUA (the weapon is linked to the specific animation Share this post Link to post Share on other sites
roberthammer 582 Posted August 16, 2011 i wrote for ARMA3 the developers, maybe they know how to implement the reloads animationsarray, a table for choosing different animations on C++ (i believe is the language for Virtual reality) Cryengine 3 uses a full body animations on a separate folder, and the character is coded through XML and LUA (the weapon is linked to the specific animation But Crysis uses similar animations like CSS - that mean in First persion view they have only hands and weapon , nothing else Share this post Link to post Share on other sites
CameronMcDonald 146 Posted August 16, 2011 Crysis 2 doesn't - look down and you'll see your legs. It's still that bullshit "oh hai im a dude w. gimbals" BS though. Share this post Link to post Share on other sites
zukov 490 Posted August 16, 2011 (edited) But Crysis uses similar animations like CSS - that mean in First persion view they have only hands and weapon , nothing else Crysis1/Wars has floating arms and the reloading animations are only in first person Crysis 2 has fullbody animations, indeed you see the animations in first and third person (now is more difficult to make custom weapons) i have both games and editors Edited August 16, 2011 by Zukov Share this post Link to post Share on other sites
dmarkwick 261 Posted August 16, 2011 Crysis1/Wars has floating arms and the reloading animations are only in first personCrysis 2 has a fullbody animations, indeed you see the animations in first and third person (now is more difficult to make custom weapons) i have both games and editors The biggest clue would be watching your shadow as you reload. Do you see your entire body shadow? And does it follow the reload animation? Share this post Link to post Share on other sites
zukov 490 Posted August 16, 2011 (edited) The biggest clue would be watching your shadow as you reload. Do you see your entire body shadow? And does it follow the reload animation? i don't remember now i try, ___________________ i made a quick video for the reloading HMG in C2, i used the Marine Character in first person (in third person you can see only the shoulders) and point the weapon to the ground, in this manner is possible to see the shadows sorry for bad quality video PEjpW6W_mYo Edited August 16, 2011 by Zukov the answer Share this post Link to post Share on other sites
smookie 11 Posted August 16, 2011 yes it is :) for the immersive sensation IMHOmaybe an ARRAY on cpp ? XML like Cryengine3? or re-rig the character from scratch Re-rigging or to put it bluntly - remaking whole animation system and engine is the best solution in terms of best outcome. Still I doubt this is even in consideration. Crysis system is indeed something I would look up to. Indeed, full body animations are imposed and the weapon seems to be part of it which allows for detailed rigging. As a result an animator can move both body parts and gun parts in the same file. Which is not the case in ArmA and probably will never be :) Share this post Link to post Share on other sites
purepassion 22 Posted August 16, 2011 In my opinion, outsourcing or cooperation would be a good choice to improve the animations. High quality animations could be delievered, without consuming too much valuable time. The negative aspect would be money. So everyone go to Sprocket, buy some DLC or pre-order TOH and support the developpement and the team :p. This would help a lot, I think. You get awesome content and an even more awesome arma 3 for a little bit of your money ;) Share this post Link to post Share on other sites
4 IN 1 0 Posted August 16, 2011 In my opinion, outsourcing or cooperation would be a good choice to improve the animations. High quality animations could be delievered, without consuming too much valuable time. The negative aspect would be money. So everyone go to Sprocket, buy some DLC or pre-order TOH and support the developpement and the team :p. This would help a lot, I think. You get awesome content and an even more awesome arma 3 for a little bit of your money ;) Or, they could just buy a few practical gun porn"training video" DVD and try to make a sense on what they have done wrong for all the time being?:p Share this post Link to post Share on other sites