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sanctuary

Sanctuary's Animation Pack 1.6

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with a little bit of work and lots of time on your hands the static (standing still) animation can be changed to something else, and due to interpolation the gun doesnt "warp" it it pulled from whatever postion its in so it doesnt look as bad as one might think

http://ofp.gamezone.cz/_hosted/animcenter/en/index.php

from that site i downloaded flashpointgamers animation pack

Standing with "gun on back"

Walking with "gun on back"

it interpolates quite nicely. another small personal change i made was change the salute animation to the one from dreamy knight. now that change (when using the patrol animation pack) does entail the famous "gun warping" but in my personal opinion it is a small price to pay for the a perfect salute animation.

and changing the crawling animation back to the way it was was incredibly easy. you just change one animation

oh yea and i changed the AI ready stance too, back to the way it was in 1.5.

and the rest of the animations in the pic (with the HTTV) have absolutly nothign to do with anything, it just looked cool with them all there like that. i took the pic while testing the "gun on back" animation as it would most likly be used, and thats in a gaurding postion. in this case gaurding a roadblock

one small bug, and i know ur not doing anymore version so this is kinda pointless to point out but eh what the hell im here now. the AT weapon stance is beautiful but when you walk the hands "snap" back to the default postion (of holding it like a giant submarine sandwich). to me it doesnt matter, this is a game and in games wheres bound to be minor sometimes even subtle problems like this and i am not complaining.

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Quote[/b] ]one small bug, and i know ur not doing anymore version so this is kinda pointless to point out but eh what the hell im here now.

Oh, despite the "final, final, final" version title, maybe one day a "final, final, final, final" 1.7 will arrive.

But not really soon, as i have to forget first how much time i was near to throw my system through a window thanks to OFPAnim ... and i must buy more aspirins too..

Quote[/b] ]High speed data transfer mirrors from Stealth-Net

Thanks for the mirror StealthTiger, it is added in the first post.

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"handgun" version is using civilian animations for weapon back stances

"patrol" version is using patrol animations for weapon on back stances

"classic" version is using a modified weapon on back animations for weapon on back stances

Can you be super kind for utterly useless folks like me who dont know how mix this stuff by providing us with a joint "Patrol+Handgun" version of the anim pack? I would like to use both at once smile_o.gif .

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Those packs are using the same weapon on back animations names, the difference is that a same named file is different from each other packs as previously explained.

So i am not really sure how you can mix them in a satisfying result, as if you use the "standing weapon on back" from a pack with "walking weapon on back" from another pack, there will be visual problems.

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Bugger i didnt know about that , i thought the handgun anims would be different then the primary weapons one?

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Nice work biggrin_o.gif I have a few gripes about the robot-ness of the new at anims, but they are fine.

The only thing I see that needs to be changed is the ready anim. The legs are too spread apart...his legs should be standing a bit closer without a foot forward if you want that vbs-like stance.

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Some more explanations needed, my english must be bad so i take an example

How the "handgun" version of my pack is working

-Case 1-

You have a unit, he has a primary gun and he put the weapon on his back :

-The weapon on back animation played is the same as the civilian standing one, he can walk , move with the weapon on his back, always using a civilian-like animation

-You can notice the primary weapon on the back

-Case 2-

You have a unit, he has a handgun and he put the handgun on his back :

-The weapon on back animation played is the same as the civilian standing one, he can walk , move always using a civilian-like animation

-You can not notice the handgun on back and you can not make a difference between this unit and any other unit that has no weapons

Now , compare with another version of my pack :

How the "patrol" pack is working

-Case 1-

You have a unit, he has a primary gun and he put the weapon on his back :

-The weapon on back animation played is using a patrol stance, he can walk , move with the weapon on his back, always using a patrol animation

-You can notice the primary weapon on his hands

-Case 2-

You have a unit, he has a handgun and he put the handgun on his back

-The weapon on back animation played is always the patrol-like stance, he can walk , move always using that patrol animation

-You can not notice the handgun on back but you can see this unit walking like if he had a weapon on his hands, on a patrol-like stance

So you can immediately see if this unit has a hidden handgun when in the middle of not armed units

The same unfortunate problem happens for the "classic" version (and it happens for BIS animations too) : you can always immediately notice if a unit has a hidden handgun .

Something that is solved by the "handgun" version of my pack, but you lose the patrol-like animation and the classic BIS modified weapon on back.

Maybe some config gurus will find a way to redirect specific handgun definition to use a different "weapon on back" and walking series of animations than the normal armed definitions.

I hope it is more understandable now.

Quote[/b] ]The only thing I see that needs to be changed is the ready anim. The legs are too spread apart...his legs should be standing a bit closer without a foot forward if you want that vbs-like stance.

Look into the animation sharing thread some pages earlier, there is an older version of the "vbs-like" stand ready with the leg in a more relaxed position if you prefer it.

I wanted the legs to be like this , less relaxed for the animation pack, to give a more "aggressive" feeling to the stand ready, as the AI use this animation when they are in a combat situation, not when they are happily camping.

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great work with the anims, i have had loads of fun with the combined anims of yours and the locke @ germany ones biggrin_o.gif

it just will take a while to get used to the new walk anims tounge_o.gif

feels a bit like a new game with 'em new anims almost smile_o.gif

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Quote[/b] ]High speed data transfer mirrors from Stealth-Net

Thanks for the mirror StealthTiger, it is added in the first post.

You're welcome Sanctuary smile_o.gif

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A bit of update : there will be a version 1.7 of those 3 packs next week.

As progress on totally redone "AT walking" is going better that i expected (i hoped it would be too much horrible so i would have stopped working on it).

The principal update with 1.7 is that it will incude those files

at0l.rtm

at90l.rtm

at-90l.rtm

at45l.rtm

at-45l.rtm

at135l.rtm

at-135l.rtm

at180l.rtm

All redone from my AT aiming stance and not using anymore a slightly modified BIS animation, this way interpolation will be a lot better with all my other AT animations.

Certainly more will be done before the next week (as i found some aspirins left) , but only those 8 new animations will be sure to make it in 1.7.

Notice that it will not look better than BIS animation unfortunately, but at least interpolation with my existing AT animation will be complete.

1.7 can be cancelled anytime if i throw my computer through the window during one of the nights that are coming before next week.

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these files mean nothing to me

But you use them everytime you move while having an AT launcher on your shoulder wink_o.gif

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the greatest thing in your new release is the default stance.

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Sanctuary,

May I include your animation pack with WGL 5.0?

I really like your work and feel that your new anims really make the game more immersive. Playing with your anims while developing WGL 5.0, I have discovered that I really like the way they look and move - especially at distance, when I see an enemy patrol silouetted against the setting sun it make me ... happy. Really nice work.

So, again, may I have your permission to include it when I release WGL 5?

Semper Fi

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woohoo ...

WGL5.0 with Sanctuary Anims1.7 sounds great daumen.gif

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Sanctuary,

May I include your animation pack with WGL 5.0?

I really like your work and feel that your new anims really make the game more immersive.  Playing with your anims while developing WGL 5.0, I have discovered that I really like the way they look and move - especially at distance, when I see an enemy patrol silouetted against the setting sun it make me ... happy.  Really nice work.

So, again, may I have your permission to include it when I release WGL 5?

Semper Fi

read the little "readme.txt" file in this lovely little pack till the end, there shuold be a statment there which answer all your questions wink_o.gif cheers smile_o.gif

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Hello,

i don't understand how to use the Sanc Anim Pack with the Lean pack. And How to use it in MOD (like CLSA) Someone could help me ?

Regards, Olivier Milliot.

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So, again, may I have your permission to include it when I release WGL 5?

Of course you can, i released those animations for everyone that would like to use , modify, change, etc.. them.

I refuse any intellectual properties on those animations, so please consider those animations as "public domain" and use them freely.

Quote[/b] ]You are totally free to use/modify any of the animations from those pack

-without- having to ask me first.

It means you can convert them to anything you want, you can use only a part of them, you can mix them, you can rework them etc... without requesting my permission or something like that

..........................................................

Quote[/b] ] i don't understand how to use the Sanc Anim Pack with the Lean pack. And How to use it in MOD (like CLSA) Someone could help me ?

In mods like CSLA, you just have to put the Anim.pbo from the pack you want to use in the

..\csla\Dta folder located in your OFP installation

The same with

...\anymodname\Dta folder

If a mod folder has no Dta folder inside, just create a Dta folder inside this mod folder and put the Anim.pbo in there.

The same if you want to use the lean/roll mod from Locke@Germany, just create a Dta folder inside the Locke_AnimMOD folder and put the Anim.pbo in there

Notice than in most of the big mods, there is in their own Dta folder a file named "anims.pbo" , it is not the same as "Anim.pbo" so you can't overwrite it (this specific anims.pbo file has all the mini cinematics that are launched in the main menu for each island)

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A bit of update about 1.7

Originally planned for monday, progress on 1.7 has been a lot quicker than i thought (well, actually there are several hours that have been already lost by working on this pack).

The longest and difficult part has been completed (finally the AT walks i made look better than i thought) , minor tweaks that will be easy to do remains to be done.

And those tweak will be done tomorrow , Friday, during the night.

What will be new

-as said previously ,totally redone from my aiming AT, all the AT walks directions

-the 4 diagonals of the stand walk aiming (they have been BIS default since my first pack), using very modified version of the stand walk aiming forward

Minor tweaks will adjust the weapon movement during the combat walking animations.

Ironsight aiming will be in a very acceptable level of stability for walking forward, walking right/forward , walking left/forward , and just a bit less stable when walking left and right.

So you will be able to move slowly by walking and aim with the ironsight without being sick with the ironsight flying everywhere on the screen when walking on those directions.

Rocket Launcher movements have been already done on all the new AT movements, and unlike combat walking the sight will be not stable (more or less unstable according to the direction you are moving with the AT on shoulder).

Expect a release Saturday of the version 1.7 of the 3 packs.

unless Murphy comes in.

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