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Big Dawg KS

Animation Improvements in ArmA 3

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Sorry i just had a crap day at work. I just get annoyed that as soon as someone says something about something to do with the game that anit good its like your automaticly classed as a badguy hater or whatever.

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Be nice to see more love given to the recoil animation in first person, currently it's lackluster and very unemmersive... And this is one of the key elements of the game, firing a weapon.

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The reload animation seems to be exactly the same and of the same length for all weapons at the moment... Lame.

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ARMA3

First............... Animation

Second........... Animation

Third...............Animation

Reality.... Animation.......Please............. BI

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Hi all

The 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

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How on earth are ArmA animations good? Go climb a ladder. Go run without a gun. The animations are really bad, and the death animations were just laughable. You can even see how they aren't affected by physics, just ram a civilian with a fast car.

Honestly, I didn't see any quality stuff in ArmA. I hope they put more effort into ArmA 3, because I saw only below average and worse.

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How on earth are ArmA animations good? Go climb a ladder. Go run without a gun. The animations are really bad, and the death animations were just laughable. You can even see how they aren't affected by physics, just ram a civilian with a fast car.

Honestly, I didn't see any quality stuff in ArmA. I hope they put more effort into ArmA 3, because I saw only below average and worse.

kWIFpAWnnhU

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I'm starting to regret starting this thread. I didn't start it so people can complain or argue over the animation quality. Please stick to intelligent discussion only.

Edited by Big Dawg KS

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You're right, I think I was a little too harsh when I said I couldn't see the quality. But honestly, when I said "below par" I meant that most aspects of Arma II were below the quality of what was expected in this current day and age. The sounds, animations and voice acting totally turned me off. I'm not saying it's a bad game, but this sort of stuff should be somewhat expected. Also, there are tons of bugs, but I'm sure you guys already know that so I won't say anymore.

Anyway, I'm glad they're revamping the animation system. I think it's a much needed change and I can see they're putting more work into ArmA 3, which is why I'm excited for it.

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Sorry i just had a crap day at work.

Sorry man, i guess i didn't help really. There is always room for improvements in games i suppose i agree.

---------- Post added at 22:22 ---------- Previous post was at 22:12 ----------

How on earth are ArmA animations good? Go climb a ladder. Go run without a gun. The animations are really bad, and the death animations were just laughable. You can even see how they aren't affected by physics, just ram a civilian with a fast car.

Honestly, I didn't see any quality stuff in ArmA. I hope they put more effort into ArmA 3, because I saw only below average and worse.

I see what you're saying i suppose but overall ArmA series is excellent on the PC, there are not many game developer studios who want to develop solely on the windows platform. There is lots to do in the ArmA series of games and mods galore, as well as being a great looking game world and assets. But room for improvement yes i agree. Bring on ArmA 3 :)

---------- Post added at 22:44 ---------- Previous post was at 22:22 ----------

Wow, a lot of science tech stuff in that read up, although i only sort of glanced through, or my brain would fry. Have to respect the developers really, quite taxing on the brain getting a large scale virtual world with scripts and physics etc to play nice.

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Anyway, I'm glad they're revamping the animation system. I think it's a much needed change and I can see they're putting more work into ArmA 3, which is why I'm excited for it.

Have to agree with this. :)

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I think the time has finally come for BIS to make proper animations regarding handling weapons, such as reloading, changing rate of fire, zeroing the sights, and so on.

In my opinion, it's not just eye-candy, these animations are necessary to accurately depict the time needed to perform corresponding actions.

Take SAW, for example. It takes, what, a few seconds in Arma2 to reload it, while jogging.

The point is, you don't have to be very tactical about it, there is no fear of being cought in the open field while reloading, since it's so fast.

Anyway, it's a wish, not a demand. :o

Edited by Kernriver

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You're right, I think I was a little too harsh when I said I couldn't see the quality. But honestly, when I said "below par" I meant that most aspects of Arma II were below the quality of what was expected in this current day and age. The sounds, animations and voice acting totally turned me off. I'm not saying it's a bad game, but this sort of stuff should be somewhat expected. Also, there are tons of bugs, but I'm sure you guys already know that so I won't say anymore.

Indeed, but the thing is that Arma isn't as much about the smoothness of voice acting and anims or first impressions whatsoever as it is about scale. I always found a small country for a map kind of amazing. And the thing is, Arma is slightly unique due to the aspects of gameplay not being as much about cinematics than raw unscripted gameplay experience.

Also, BIS sticks with their games for a while, so don't expect any bugs

after a couple of updates :yay:

But, for the anim part, agreed, the gunless running animation is a true butthurt to me as well :p

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I think the time has finally come for BIS to make proper animations regarding handling weapons, such as reloading, changing rate of fire, zeroing the sights, and so on.

In my opinion, it's not just eye-candy, these animations are necessary to accurately depict the time needed to perform corresponding actions.

Take SAW, for example. It takes, what, a few seconds in Arma2 to reload it, while jogging.

The point is, you don't have to be very tactical about it, there is no fear of being cought in the open field while reloading, since it's so fast.

I'm not sure what you mean by proper, but it should be entirely possible to make new, longer (and even stationary) reloading animations for MG weapons with the current ArmA 2 system. IMO, just two different anims for rifles & MGs is enough. For a game of ArmA's scope, individual anims for each different weapon would be an impossible amount of anims to create & configure (and would probably tax your system's memory).

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I'm not sure what you mean by proper, but it should be entirely possible to make new, longer (and even stationary) reloading animations for MG weapons with the current ArmA 2 system. IMO, just two different anims for rifles & MGs is enough. For a game of ArmA's scope, individual anims for each different weapon would be an impossible amount of anims to create & configure (and would probably tax your system's memory).

maybe the "future" scenario helps the devs to do less animations.

the modular weapons can be adapting to various use , and custom's load menù is perfect for this

in the E3 video i saw this change... and the devs, more or less, have tempted on this way on OA with the "SCAR"

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I'm not sure what you mean by proper, but it should be entirely possible to make new, longer (and even stationary) reloading animations for MG weapons with the current ArmA 2 system. IMO, just two different anims for rifles & MGs is enough. For a game of ArmA's scope, individual anims for each different weapon would be an impossible amount of anims to create & configure (and would probably tax your system's memory).

Please correct me if I'm wrong, but hasn't that been done before? I'm pretty sure Fallout 3's weapons mostly had unique animations, and does ArmA even have that many? I thought it had relatively few compared to other games.

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Please correct me if I'm wrong, but hasn't that been done before?

No. Fallout is a different game with different technology and a different development team. Their situation is not the same as BI's, so no, it hasn't been done before.

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I'm not sure what you mean by proper, but it should be entirely possible to make new, longer (and even stationary) reloading animations for MG weapons with the current ArmA 2 system. IMO, just two different anims for rifles & MGs is enough. For a game of ArmA's scope, individual anims for each different weapon would be an impossible amount of anims to create & configure (and would probably tax your system's memory).

Let's say you have an AK-47. Proper reloading animation would be:

1. Remove magazine and put it in a pouch

2. Take fresh magazine from a pouch and load the rifle

3. If it's a dry reload, put the bullet in a chamber

4. If it's a tactical reload, you are ready to fire

Of course, if it's #4, and you load 30 round magazine, bullet count should be 31.

Now, I know this isn't going to happen, it would be enormous amount of work for BIS to do it for every weapon. It would be nice, though.

But the point I was trying to make, explained by SAW example, is this:

In Arma2 it takes approx. 3 seconds to reload SAW, which isn't realistic.

I'd like that animation to take longer, as long as it takes in RL.

That way there would be some tactical disadvantage in using SAW, you would need to be very carefull where and when you reload it. Same for any other weapon.

... it should be entirely possible to make new, longer (and even stationary) reloading animations for MG weapons with the current ArmA 2 system...

Yeah, that's what I'm talking about, I think we're on the same page here.

I think it's essential for gameplay.

Edited by Kernriver

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You definitely have my vote for this one!

Thanks PurePassion, you know it makes sense, as Del Trotter would say. :D

While I'm at it, there's another thing, atrociously off-topic I'm afraid (sorry Big Dawg), but has to do with accurately representing reality in video games:

NORG: Natural order of realistic gameplay

It's some kind of philosophy/doctrine/concept for making realistic tactical-simulation games that's been introduced by Blackfoot Studios, guys behind development of Ground branch.

It boils down to:

If you can not jump with 30kg backpack on your back in real life, you can not do it in a game.

If you can not reload SAW in 3 seconds in real life, you can not do it in a game. ETC.

It works for everything, from infantry aspect to aircraft, anything really.

I wish BIS would adopt this concept.

Again, sorry for OT Big Dawg. But was it off topic? ;)

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Reloading LMGs can take up to 20 seconds.

I take it maybe 1 or 2 % here has reloaded one under fire, tired and propably scared.

Opening a backpack / taking it out of a tight vest pouch is not something you do in a second, nonetheless open the chamber, take out the mag, take out the new mag out of your backpack / vest, put the belt in, put the mag in, close your chamber and finally cock the handle.

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Reloading LMGs can take up to 20 seconds.

I take it maybe 1 or 2 % here has reloaded one under fire, tired and propably scared.

Opening a backpack / taking it out of a tight vest pouch is not something you do in a second, nonetheless open the chamber, take out the mag, take out the new mag out of your backpack / vest, put the belt in, put the mag in, close your chamber and finally cock the handle.

I'd imagine reloading something like an RPG takes a little while too, or at least longer than it does to reload an M9.

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Everyone would like to see weapon handling animation to be like all those practical gun porn training video out there, problem is BI willingness to make a change.

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Everyone would like to see weapon handling animation to be like all those practical gun porn training video out there, problem is BI willingness to make a change.

this is, and the new PVP multiplayer modes, my choose , if I will buy this game or not.

i don't want to spend 1500 euros for the new hardware for RTS/RPG game

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this is, and the new PVP multiplayer modes, my choose , if I will buy this game or not.

i don't want to spend 1500 euros for the new hardware for RTS/RPG game

Just before this going far too off topic, I would like to remind you that this thread is about animation.

Besids that this game will still be as sand box as possible and the ONLY things that limit your PVP mission choose is mission makers willingness and ability of making fun/challenging PVP mission and server admins mission choose(talking about back in the days where we still have A&D, C&H, Objective based and other shits on public server instead of all those EVO, DOM, *whatever*Life and warfare stuff) beside that I think there is other place much better to discuss such matter.

Edited by 4 IN 1

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