Polygon 11 Posted December 15, 2014 Why? Uncomfortable anim tools currently present? Simply not a priority of BIS? Tech limitations? Performance issues? Right now, it's like... observe how the player reloads any rocket launcher and laugh. Share this post Link to post Share on other sites
jshock 512 Posted December 16, 2014 I would say the priority for animations are low compared to the many other things BIS is working on, you could always work on your own and share them with the community ;). Share this post Link to post Share on other sites
PuFu 4591 Posted December 16, 2014 it is a matter of priorities Share this post Link to post Share on other sites
chortles 263 Posted December 16, 2014 After seeing what toadie2k has pulled off, almost certainly "priorities" (you can sell a DLC on the basis of marksmanship-related functionality... animations, not so much) instead of "technical limitations​". Share this post Link to post Share on other sites
Polygon 11 Posted December 16, 2014 Looking at what this guy made for STALKER COP anims. It feels fluid, intuitive and amazing. Link https://www.youtube.com/user/WolfKOTTO/videos Share this post Link to post Share on other sites
roberthammer 582 Posted December 16, 2014 It can done properly with launchers but irl 90% of them are disposable while in A3 they are not also there is some time limit on those reload anims and thats more likely the issue here - they cant do proper reload anims for launchers because it takes more than 10 sec Speaking of other games like Stalker - they have special anim sets with hands only like in Source games (CS,HL,TF2) there you can do almost anything you want so yes arma 3 is limited by its anim tree and limitations around it Share this post Link to post Share on other sites
dmarkwick 261 Posted December 16, 2014 I guess it's priorities. Personally I couldn't care less what a reload anim looks like. Share this post Link to post Share on other sites
Rydygier 1301 Posted December 16, 2014 (edited) Indeed. Reasons seems to be tons of more important issues to deal with first. Thing is, and that adds to the community life a subtle hint of comic IMO, each of us define priorities differently (eg reload animations as for me are one of last things to worry about, while I can perfectly understand people, for whom it's major game breaker), theoretically obvious, yet many argue with many about that differences over and over, polls and lists are constructed etc. While BI has apparently very own priorities list, mysterious and hard to understand (at least for me), and not affected much by all this community's solemn "why XYZ is still broken/not implemented?" indignations. Edited December 16, 2014 by Rydygier Share this post Link to post Share on other sites
dnk 13 Posted December 16, 2014 Looking at what this guy made for STALKER COP anims. It feels fluid, intuitive and amazing.Link https://www.youtube.com/user/WolfKOTTO/videos Damn, those are amazing. I really wish we had something like that in this game. Share this post Link to post Share on other sites
enex 11 Posted December 16, 2014 I bet those games don't need configs to animate hands. Share this post Link to post Share on other sites
twisted 127 Posted December 17, 2014 There are a few things that just keep arma3 weapon implementation from feeling on the same level as the best/newest games. And animation has a great time to play in that feel. Toadies awesome pack really brings that home and I find I rely other to play using them. Charging the weapon before during affects the gameplay more than just as an animation, it changes timing. I hope the marksman dlc addresses a lot of the weapon handling issues that really need updating including recoil model, bipods/ weapon resting, proper bolt action animation every time the bolt needs to be pulled back, etc. Arma 3 is without doubt the game I rate best, but there are core things like this that can really add to it. Share this post Link to post Share on other sites
Tacti-Cool 10 Posted December 17, 2014 I think there are quite a few basic performance issues BI should tackle before dedicating their time to improving animations Share this post Link to post Share on other sites
dnk 13 Posted December 17, 2014 I think there are quite a few basic performance issues BI should tackle before dedicating their time to improving animationsThe people working on performance (coders/programmers) are not the same people working on animations (animators).Or do you think the dev team is just 20 jack-of-all-trade types who wander aimlessly between tasks as it suits them? Share this post Link to post Share on other sites
Tacti-Cool 10 Posted December 17, 2014 Or do you think the dev team is just 20 jack-of-all-trade types who wander aimlessly between tasks as it suits them? Seems like it sometimes. Take a look at the "Community" Feedback Tracker. Some of the highest upvoted tickets have yet to even be assigned a Dev. Share this post Link to post Share on other sites