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mr.g-c

Animation suggestions thread

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65 when you are already in an animation and you get shot (die) , your avatar first finishes the animation, then collapses to the ground. ! fiX! try halting the animation . then executing the death one

66 when you get shot and you arent dead yet, how about the blood (this aint a animation, sorry) seeps out first, instead of just appearing on the dude's arm.

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What are the limitations with regards to animations? One that comes to mind is bandwidth.  Do more animations mean more demand on bandwidth (in MP)? People keep talking about realism, but to me there is nothing more unrealistic than units warping due to network lag.

Secondly, is there a practical reason why BI has stuck with their present animation engine? A common complaint is that the present animations are not interruptible. If animations are made interruptible you not only have to consume more bandwith(in MP) but how do you handle animation transitions between all possible combinations?

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almost all of the above plus one big thing -

67. the ability to more easily implement custom animations by modders.

the more i play arma the more i think bis cannot do it all to get arma2 perfect - but if they give modders the tools to actually dig deep in arma and mod core aspects of the game more easily and dependably then they'll have a guaranteed winner on their hands.

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The list of wishes are immense and perhaps impractical when considering all other features within the engines limitations. The most important thing is that Arma2 at the least have a long list of swithmove/playmove animations for implementation in cinematics and the ability to null/cease them during the animation phase. I feel OFP had a decent list of these but Arma stammered a step backward in this area. I hope too see more animations to accompany the variety of human types in Arma2 i.e some body language which distinguishes female from male, amateur from professional etc.(nothing is worse than watching a resistance fighter lock and load his weapon in the same porfessional manner that a trained specialist would..lol)

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bah, I wonder how much of these suggestions will appear in the actual game whistle.gif

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SAKURAS advanced Gunner Animations, desperately needed for ArmA 2!

They said it couldnt be done, she has proved them wrong;

notworthy.gif

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SAKURAS advanced Gunner Animations, desperately needed for ArmA 2!

They said it couldnt be done, she has proved them wrong;

notworthy.gif

holy crap thats so amazing. especially the turret animation is so fluid. Can't believe this is user ma

ade content.

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Yes that is really the way to go.... please NO magical gliding Dshkm gunners anymore...

Where is your aspiration into quality regarding Animations, BIS?

Lets hope someone responsible reads and way more important, watches the Vid!!!! Wow, very awesome video.... very awesome....

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don't know if it was mentioned before but during the HALO (cool feature! ) in the preview video the guys drop like stones... no flutter, no nothing...

looks pretty wired

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don't know if it was mentioned before but during the HALO (cool feature! ) in the preview video the guys drop like stones... no flutter, no nothing...

looks pretty wired

It has been said that there will be animations for that in the final game.

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We can confirm that a lot of the mentioned animations were already implemented, you can see some in the recent videos. (ARMA2 + TrackIr 5)

I would like to mention these too:

  • 68:
Animation while Standing and Aiming with zoom and no zoom (Aiming with and without 'v' key)

  • 69: I noticed in the most recent video,
with excellent quality, that the animation in the helicoper feet pedals do no exit. I ask and suggest if it is possible to add an animation to the pilots feet when they use the chopper pedals or when pilot use the joystick Rudder Control? Also when pushing the collective with animation.
This is what i mean:

ah another but off topic: Notice the chopper communication sounds like ;)

edit: wrong list numbers. Fixed.

Edited by bravo 6

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