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sanctuary

DMA Animation Pack 1.0

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I like them all, just noticed the 50 cal MG and the sitting replaced with kneeling and the pick object... superb anim pack, i will love it forever blues.gif .

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OMG !! , I just tried this animation pack and I'm very impressed by the quality of this stuff , each animation has been done in the goal to be the most accurate... Great job again Sanc' , I guess this pack's the last one though...I really dunno how can ya improve it more tounge_o.gif

Quote[/b] ]Make a request to BIS to correct this problem in Armed Assault, as it is their fault the unit with handgun is using the same animation as an unit armed with a primary rifle smile_o.gif

Yo , I think I've found a way to fix this , at least in FFUR though... I just carried out small changes in the cpp in the goal to give another animation to all men who carry only handguns wink_o.gif

Have a look on the result with the patrol animation pack

Before (new Sanc' animation pack)

14wu.jpg

And now after the change carried out in the cpp of the config FFUR v5.0 (still new Sanc' animation pack)

22ur.jpg

This seems better , no ? wink_o.gif

Regards

Tb84

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These new anims are great Sanctuary, my compliments to you and the rest of the DMA team. Now only if Locke would release his handgun lean animation project

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Try making a new BlendAnims class with less movement in the arms and linking it to the Sprint states (aiming=...) to fix the "bend over too far" problem.

edit: Sorry, thought this was something else.

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thanks for the kind words people, it is appreciated

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One word for sanctuary & the team: T-O-T-A-L-L-Y--W-I-C-K-E-D!!!!!!!!!!-BIG-THANKS!!!

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Hi Sanctuary, this is the best pack yet! But U already know that, don't ya? biggrin_o.gif

Anyway...the 3'rd person view looking is great, hands in the right places and weapons at the right height, but as some have already mentioned...the 1'st person view is not that good looking.

Yes the hand is too much to the right, but what bugs me even more is that the weapon looks like it's held at stomach height and pointed slightly upwards, it was like that with the original (BIS) Anim.pbo and it still is. I've been trying do something about it but to no avail, My limited skills with OpfAnim do not allow that.

It looks like there is some view point which seems to be un-editable, if so the animation should be built around it.

What I'd like to achieve is to have the weapon held higher, have it's barrel pointing straight or slightly downwards and have the overall weapon held more straight.

/\ A very rought explaination to what I'm trying to say.

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when you make animations , you have to make a choice :

-you try to support the majority of the addons

-you make your animation for only one addon or BIS default weapons

I made the first choice and had to make some design decision to reach that goal. Certainly some people playing only with a specific weapon can be disturbed by this choice, but it will stay like this from my part.

But you can always try to learn more about OFPAnim and adapt the animations to what you need, the more you will practice, the more you can do.

After that, time is the issue , and some OFPAnim limitations too.

Notice that there is no 1st person/pilot view specific animation.

The animation is the same for pilot view or 3rd person view, so unfortunately your problem has no solution : move the weapon in 1st person view, it will be moved in 3rd person view too.

That's why it is not that easy to make a "generic" pack.

Thanks to StealthTiger and SilentNDeadly for their mirrors.

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truely fantastic biggrin_o.gif

even better than the old pack wow_o.gif

its a must-have !

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Sanctuary, you are doing better and better. fantasic work, man!

I didn't have time to touch my OFP for a few weeks, but this morning, a picture just caught my eyes on ofp.info. I donwloaded it and figured out what DMA is, I just hope I will have time to play the missions with this pack.

by the way, thank you for mentioning my name in your anim packs, I really appreciate that  tounge_o.gif

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I don't normally comment on new addons unless I've found a bug. This addon is different though. I just had to log on and give you the credit you deserve.

Those people moaning about little things, shut up. Seriously. This is light years ahead of the default BIS stuff so what would you prefer? If you don't like it you can always go back. biggrin_o.gif

You were right about the different weapons Sanctuary. With all the different weapon addons it would be impossible to get the hand in the right place for all of them. It's so insignificant though it takes nothing away from the rest of your work.

I guess you just can't please some people.

Keep it up. wink_o.gif

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dont know what to say...

thanks Sanctuary, this stuff is greate ! smile_o.gif

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Thanks guys,

I am pleased that you like the pack Dreamy Knight wink_o.gif , as your work was the one giving me the motivation to install OFPAnim.

------------------------------

On another note people

I would like to remind you that the "stand ready" animation that is played by the AI only is interpolated by the OFP engine itself with other animations.

The name of this file is " savarestanistat.rtm "

That means you can replace the actual savarestanistat.rtm found inside the DMA animations packs Anim.pbo by any other one you can prefer without experiencing any visual disturbances ingame.

By example you can use the savarestanistat.rtm from Dreamy Knight that you can find in his pack without any interpolation problems.

I offer some other savarestanistat.rtm alternative specially for the DMA animation pack 1.0 :

-an AI "crouch ready" to replace the AI stand ready, you can find it there

-a more "combat" oriented and less relaxed stand ready, you can find it there

So if you are not satisfied by the savarestanistat.rtm you can find by default for the DMA animation pack , customise it with the one you prefer.

You can do this by unpbo-ing with Unpbo the Anim.pbo that comes with the DMA animation pack, replace the already there by the new one you want to install, and re-pbo (with MakePBO) into a new Anim.pbo.

Remember to back up your previous Anim.pbo in case you do something wrong

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hey Sanctuary, is there anyway u can change the cargo anim for a airplane or truck or how does that work? lol did that make sence if not let me know lol rock.gif

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This must have been really hard to achieve, notice the AT/rocket launcher anims, their just wow_o.gif , way they switch weapons, reload and move with the launchers plus they dont look stupid walking backwards with LAW's anymore. Also the "gap" betwean crouch and move forward isnt noticeable anymore.

this pack is a permanent and definite keeper in my OFP instalation, you did an amazing job Sanctuary, thanks alot for the hard work once more, it really is apretiated blues.gif .

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does anybody else notice that when standing and reloading, the units go to a crouch position? Or is it just me? lol

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does anybody else notice that when standing and reloading, the units go to a crouch position? Or is it just me? lol

It would seem to be a tradeoff for being unable to move when reloading. Crouching whilst reloading presents a smaller bodymass for an enemy shooter to hit. They get back up after the reload.

So it's not really a bug, but an enhanced feature. smile_o.gif

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does anybody else notice that when standing and reloading, the units go to a crouch position? Or is it just me? lol

euh, my soldier reloads in a standing position.

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does anybody else notice that when standing and reloading, the units go to a crouch position? Or is it just me? lol

My units crouch as well on reloading, didn't notice it at the begining because I normally stay in crouched position when not moving but when I noticed it my face went like rock.gif and thought of a bug or something, but I think it's a feature smile_o.gif

Btw. great animations, really love them

To the question of cargo animations:

There was a cargo animation replacement in Wilco's animation pack, looked quite good, the soldiers were more in a "ready" stance

quite similar to the animations in the BAS MH-60's

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does anybody else notice that when standing and reloading, the units go to a crouch position? Or is it just me? lol

My units crouch as well on reloading, didn't notice it at the begining because I normally stay in crouched position when not moving but when I noticed it my face went like rock.gif and thought of a bug or something, but I think it's a feature smile_o.gif

Yes it is a feature, i designed the "stand reload" to first crouch, then reload then stand up again , as few people will reload while standing in a middle of a battle.

And for people prefering the "normal" stand reload, all i can say is that it will stay like it is now.

euh, my soldier reloads in a standing position.

It seems you have a problem, because the units are no more reloading while standing, they crouch first, check if you have installed the pack correctly.

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i must say that i like better this custom AI stand ready animation.

its more like this one player has :-)

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oh, no problem Sanct... Was just wondering if it was something I did, as I have had quite a few anim packs... Maybe one snuck into Res folder. Its a pretty neat feature anyways, on gripe I do have is the crouched "walking" position, I'm used to the normal BIS anims... And it seems kinda odd to me. I like the Crouch, get-up and run and get crrouched again motion. Guess I just gotta get used to yours.

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crouched walking position ?

Are you talking about the DMA animation pack , i don't remember having made a crouching animation position there.

If you are talking about the "crouch walk" i released with config modif instruction in the shared animation thread, or the one included in Locke@Germany mod , it is just a bonus, nothing really finished or good looking.

nothing to do with the DMA pack

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its a crouched sneeking like slow moving anim. I think I got it from your pack, I'm pretty sure becasue I overwrited my OFP anim.pbo with yours and I made a back-up of the stock OFP pbo

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