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yarrick68

Arma 3 soldiers

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Hey I am happy to see that Arma 3 is in development and loved playing Arma 2. The feel of the Vehicles and Air units was the best experience I have had in any FPS. My one issue was with the soldiers, they did not move or feel correct, they felt clunky and unnatural. I recently saw a demo for Arma 3 and from what I saw this has not been addressed but this was a demo from a while ago. Does anybody know if they are going to improve the feel of the soldier and make them more fluid and less feeling and looking like a marionette?

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Physical simulation & improved animations

Take advantage of PhysXâ„¢ supporting vehicle simulation, in-game interactions and a revamped animation system

-Arma 3 website.

We'll have to wait and see but I know it's being addressed.

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Welcome to the forums :)

From what I know, they will be upgrading the animation engine quite a bit, making the animations feel alot less clunky. So you should see alot of improvements in that area.

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to your information: You most ikely saw gameplay from

or
. That means the animations were still the old Arma 2 ones. (except some reload and idle anims) :)

The animation system is in fact one of the main aspects the team will improve in Arma 3.

There will be a whole new set of Motion Captured animations to make it feel more fluid:)

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I am new to the forums, so hello everyone!

This is also one of my main concerns. although a disappointment to the series, BF3 has by far the most dynamic, fluid mechanics i have ever seen. I think some things could be improved on to make it a little more natural if you want to argue that it glides too much. Mainly weight and stamina systems need to be added. Either way, I love what you can do in Arma 2, but it does feel like your soldier is having to consciously think about moving his arms and legs. Beyond that, simply amazing. Very much looking forward to Arma 3 and do hope that they improve on this area greatly.

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New animations won´t fix a clunky system. Other games are miles ahead of Arma in this department, and though I´ve been skeptical about the value of this before, I´m slowly getting more and more aware of how important a good, solid, fluid body-control feel is for the game.

I hope BI has an ace up their sleeve in this regard.

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true, let's hope the motion capture will sort things out.

current animations are also 95+% of them mocaped. The problem is NOT the animations files, but the IK system (or the lack of, fixed in TKOH) as well as the very simple interpolation between phases. Also, the fact that only a very limited number of anims are breakable is a big no no for a 2012 game where the fluidity of motion would fix a lot of their user concerns.

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The problem is NOT the animations files, but the IK system (or the lack of, fixed in TKOH

Random question, doesn't the PhysX API already include their own Inverse Kinematics system?

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