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Arma 3: Community wishes & ideas- DISCUSSION

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I was under the impression that even in Arma2 the hand positions on a weapon were completely dynamic, allowing for things like vertical foregrips as seen on some rifles. Surely that is some form of IK?

the hand positions are NOT dinamic. You need to use certain hand anims, or create your own to fit the weapon. That is hardly IK. Inverse Kinematic means that you are able to animate say the mag on release, or the bullpup, and the hand(via IK) will follow the movement of the object it was holding. It is NOT the case with A2/OA.

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the hand positions are NOT dinamic. You need to use certain hand anims, or create your own to fit the weapon. That is hardly IK. Inverse Kinematic means that you are able to animate say the mag on release, or the bullpup, and the hand(via IK) will follow the movement of the object it was holding. It is NOT the case with A2/OA.

I see, in that case I was misinformed. ;)

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the hand positions are NOT dynamic. You need to use certain hand anims, or create your own to fit the weapon. That is hardly IK. Inverse Kinematic means that you are able to animate say the mag on release, or the bullpup, and the hand(via IK) will follow the movement of the object it was holding. It is NOT the case with A2/OA.

Is that the way it is for ArmA3? I mean, shouldn't the mag follow the hand? Either way, IK wouldn't affect how the hand grips a tactical foregrip would it? That's still animation dependent, am I correct?

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Is that the way it is for ArmA3? I mean, shouldn't the mag follow the hand? Either way, IK wouldn't affect how the hand grips a tactical foregrip would it? That's still animation dependent, am I correct?

I cannot comment on a system that i have no experience with. I don't know how A3 will be like. Just like ragdolls, IKs (and maybe other improvements in the animation department) are NOT automatic, or a fix for all the issues. And yes, you are correct, things like hand placement is still pose dependent (static animation = pose). But it does allow one to do a lot more. like animating the weapon (reload sequence, to a certain degree), and the hands will follow (using the set movement principles). Like animating a gear lever and hand will follow. Same goes for car wheels (as already seen), and all other vehicle controls, weapons, etc.

short example here: http://youtu.be/rPKQ6TlTIYg?t=1m21s

It is a huge plus, especially when interaction is concerned (this depends a huge lot on implementation though, which i know nothing about at this moment). Just don't get your hopes high

Edited by PuFu
latency = double post

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but i think in OA we already have this IK in OA ?

class AmovPpneMstpSrasWrflDnon_turnL: AmovPpneMstpSrasWrflDnon

{

ConnectTo[] = {"AmovPpneMstpSrasWrflDnon",0.02};

InterpolateTo[] = {"AmovPpneMstpSrasWrflDnon",0.02};

file =

speed = 0.5;

soundOverride = "crawl";

leftHandIKCurve[] = {0,1,0.05,0,0.95,0,1,1};

rightHandIKCurve[] = {1};

};

even more so in the TOH , i wonder if it is not fully implement as PUFU describe tho ?

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but i think in OA we already have this IK in OA ?

even more so in the TOH , i wonder if it is not fully implement as PUFU describe tho ?

hmm, i need to look into this some further then, cheers for sharing, seems i missed something there. Which anim is that for btw (too lazy to check myself atm)?

IRC, TKOH has IK implemented (confirmed by one of the active developers around that part of the forum).

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its from OA allinone config , i think Gestures use it mostly but also reload animations .

i havent investigate , only your post reminded me i have seen IKrighthand left hand curve data and defines in OA configs.

another pointer OA uses some form of IK is

class amovpercmstpsraswlnrdnon_amovpknlmstpsraswlnrdnon: TransAnimBase

class amovpercmstpsraswrfldnon_amovpercmstpsraswlnrdnon: TransAnimBase_noIK

Edited by Thromp

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How about Nametape on uniforms, that shows the profile name of the player? It will be a nice feature for mil-sim clans.

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How about Nametape on uniforms, that shows the profile name of the player? It will be a nice feature for mil-sim clans.

It'd probably be complicated, since I don't know any armies that print names like |xXH3dsh0tR_3Xx| <NubkingZ_klan> onto their uniforms. A sound idea, otherwise. It'd be useful for identifying bodies, too.

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It'd probably be complicated, since I don't know any armies that print names like |xXH3dsh0tR_3Xx| <NubkingZ_klan> onto their uniforms. A sound idea, otherwise. It'd be useful for identifying bodies, too.

I don't know how much more complicated it would be than allowing clans to use their clan logo in-game.

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I don't know how much more complicated it would be than allowing clans to use their clan logo in-game.

They could be pretty long tags, though. Other than that, I'm all for the idea.

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http://www.eurekalert.org/pub_releases/2012-09/uota-aig092612.php#

[wishmode]BI challenges these guys to make better AI for an open world game and they accept..[/wishmode]

:rolleyes:

"When humans have a grudge, they'll chase after an enemy even when it's not in their interests. We can mimic that behavior." - Very cool. Grudge filled bots in Arma would be classic.

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And for me, it doesn't really matter if its 20 or more gigs in the end.
Unfortunately for others who for example might have download limits due to their ISPs, this can make ALL the difference. :p Once again, the ARMA community is more fractured than it thinks...

As for the bots, that's certainly interesting, BUT what's interesting to me is teaching a bot to "fight for the objective"... an interesting milestone since Treyarch seems to be claiming that Black Ops 2 has this, whereas it was admitted that they only had Team Deathmatch and Free-For-All in the Combat Training mode because they couldn't get the AI to "fight for the objective" back in 2010.

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They could be pretty long tags, though. Other than that, I'm all for the idea.

And that's why there can be restrictions in place. Just like there are with clan logos.

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And that's why there can be restrictions in place. Just like there are with clan logos.

Restrictions sound alright. Didn't know anything about those, though.

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I'd like to see the plants take their color from the ground so there isn't the jarring dark colored plant popping into existence.

see video :

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Also, clutter sinking into the ground, as shown in the video too. The "pop-up grass" is one of those jarring visual issues that has been around in Arma for a long time and really needs to go away.

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I always get the sense that I'm listening to an extremely powerful, disembodied brain who has access to a mic and keyboard when watching those Overgrowth videos. Seriously, this guy just adds major features weekly like it's no big deal at all -crazy impressive!

+1 to above two suggestions.

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+1 to above two suggestions.

ditto

I'd be happy if almost any feature from overgrowth, besides the ninja bunnies, were to make it into arma. The blood, ragdolls/physics, 3d editor, vegetation effects, ai spotting mechanics, etc. would all be awesome in arma... but alas, that is only wishful thinking.

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I'd love that too, but I don't think there's really a chance that we are going to see it before ArmA 3.5 at least.

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I just read this: http://openjdk.java.net/projects/sumatra/

And then I remembered that Arma3 was supposed to get Java support.

I have not the faintest idea what great stuff the genius coders in the Community will make of this within the next few years, but the possibilities are endless, and just got a potential performance boost.

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Regarding this:

- the firing of large calibre (.300 - 50 e.t.c.) from a standing or crouched posture without a barrel rest is unrealistic except for an extremely muscled individual with an enormous weight and near superhuman armstrength. They weigh 15 kilos and more.

http://www.youtube.com/watch?v=yiWn-0gKOm8

That guy's a Marine, so he might have the "superhuman strength" part covered (:)), but I've also seen a vid of a teenage girl firing the M82 while standing. At least with M82 and M107, shooting while standing shouldn't pose a problem, though accuracy would suffer greatly.

You definitely shouldn't be able to run around with it and hold it raised for an indefinite period of time though, nor walk with it raised to the shoulder for any significant period of time. And most definitely sprinting with the M107 waving it around like a feather duster (like in you do in AII, with any weapon) should be impossible and tire you after a few steps.

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Agreed it should be slower to slug around. "Superhuman strength", "extremely muscled individual", lmfao.

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If we were to use the average civilian or an Army POG as "normal", then an USMC grunt would probably count as "extremely muscled". Considering it's military, it's hardly unusual though. I don't think I'd be able to get off more than one shot from an M107 with any kind of accuracy, while standing, but it'd be a lot easier for a well trained grunt (who didn't skip too much PT, that is:)).

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