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smookie

Former Developer
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Everything posted by smookie

  1. smookie

    Firing from Vehicles feedback

    Back of the truck can be tweaked by just rotating the proxy which I will helpfully do soon.
  2. smookie

    Firing from Vehicles feedback

    There are multiple problems with implementing the crazy idea of keyframes etc... This solution seems to be flawed to me and really not worth an effort considering ammount of resources required (please note we dont have gesture based weapon switching supported by engine etc.etc.). Again, dynamic blending [i use it in our upcoming RTS game and it works simply perfect and looks epic since 360o is covered with 8 anims] of several animation states should be a go here but the engine does not support such thing in the present. It might be possible in next iterations if there is some attention given to it (this would unlock extreme possibilities of improving the looks of anims in general). This is unfortunately not up to me but try prodding the men higher up and see what can be done :) BadBenson - the technology is quite simple, the body behaves exactly like in regular animations, using regular animations config which basically means that what is turning around is what is being masked with aiming and aimingBody masks. To rotate whole posture, just change the mask to fullbody one (i have created such long time ago, its there in anims config). You can tweak the rotation scope through config settings (PersonTurret) for each position to ridiculous values so that you will be able to rotate 360 at all times. Just be aware of some limitations: the fire geometry doesnt work inside your own vehicle, massive glitching of anims will occur etc. About W,S,A,D - would allow to switch animation state where possible and thus change the rotation angles of the "turret". Like if you want to aim backwards on the offroad , press S and you will interpolate to an animation with new angles to cover etc. Lots of work (weeks of animating properly) but most feasible within current engine limits.
  3. smookie

    Firing from Vehicles feedback

    Animation blending could be a way to go if only the engine supported the blending in the proper way. Otherwise, the animation is fixed, could be perhaps walked around with use of A,D,S,W keys but so far no green light on this. What do you think?
  4. smookie

    Boring Ragdoll System (1.24)

    W/o using ragdoll? I say it'd be pretty damn demanding :) Variety of animations for certain ranges of calibers, depending on the hit, depending on the direction, depending on the stance, depending on the weapon held etc....
  5. Havent looked closely at that yet but most likely it is due to system forcing you into civil/pistol state (depending on whether you have a handgun or not) and therefore reaching a FUBAR state. Movement with injured man was dropped and I was not looking into fixing/improving it as a result.
  6. static - quite frankly no clue relSpeedMin - minimum relative speed of animation, applicable to fatigue states or AI, 1 means 100% of speed relSpeedMax - maximum of above, max is used for player actions for most of the time. used when player is 0% fatigued. canBlendStep - new in A3: blending of position of up to 3 animations between which there is interpolation played InterpolationSpeed - speed of interpolation, its pretty much self explanatory -> how long it takes for one anim to interpolate to another. its inverse of seconds (interpolationSpeed = 4 means it will take 1/4 s) InterpolationRestart - mode of interpolation: 0 - interpolation will start before preceding animation is finished (overwriting preceding animation keyframes) and go into first keyframe of second animation. 2 - interpolation will start at the end of preceding animation and overwrite initial keyframe of next animation. 1 - animation will be interpolated from last keyframe of preceding animation to first keyframe of the subsequent animation duty - ammount of fatigue caused by animation. negative value will result in faster restoring of energy. useIdles - NEW in A3: if 1, then animations in variantPlayer / variantAI will be played as full body gestures. This is important to reduce glitching resulting from normal interpolations to and from idling states. Walkcycles - obsolete limitGunMovement - refers to how the gun movement is actually limited (in vertical and horizontal axis) but only in reference to animation (as defined in aimingBody)
  7. You do this via IK Curves for given hands. rightHandIKCurve[] = {0}; will cause right hand not to lie down on weapon. You dont want that so you'd better leave it at {1}. As for left hand, you should, in most cases, at least try to smoothen the transition between handAnim driver and gesture. You do this by setting points for curve like this: leftHandIKCurve[] = {0,1,0.05,0,0.95,0,1,1}; // first number in pair is animation rate marker, second number is target IK value This means, IK will be active at 0% of animation (beginning), then will smoothly go inactive at 5% of animation played, will remain inactive until 95% of animation is played and smoothly become active again at 100% animation. This way you get rid of "rough edges" of animations.
  8. @Bad Benson You need to override class SoundEnvironExt in CAManBase that is in Characters_F/SoundEnvironExt.hpp To add a new sound, find generic[] array and add your sound there like this: // generic is array of sounds played on any kind of surface whenever soundname does not exist generic[] = { {"mySoundName", {"\my_addon\sounds\mySoundName_var_1.wav",db-34,1, 27}}, // name | path to file | volume | pitch {"mySoundName", {"\my_addon\sounds\mySoundName_var_2.wav",db-34,1, 27}}, // if more variants to the same sound sample // rest of sounds as previously configured } ---------- Post added at 18:33 ---------- Previous post was at 18:29 ---------- I am sorry for late reply, notifications didnt arrive to my email. I don't think i understand your question. HandAnim mask is only applied if animation or gesture uses IK handling for left or right hand. handsWeapon mask only refers to which bones are affected by use of gesture. Masks do not affect handAnim and handAnim is not a mask. ---------- Post added at 18:34 ---------- Previous post was at 18:33 ---------- You gotta help me with that. Seems like packing issue that you are having. Please post or send your config to me and I will check it out.
  9. Two possible explanations: - The animation chain that leads to AadjPercMstpSrasWrflDdown is too long (over 3 states inbetween start being problematic) and costs are unclear to engine - There is no actual animation chain that leads to AadjPercMstpSrasWrflDdown If former is the case, you can try some workarounds, like waiting for unit to enter that state and then switchmove to it to unlock control.
  10. Unfortunately, it's not possible with the current engine state. This is one of the reasons we have decided to drop some nice Magpul style hand animations with AFG for Blufor guns. I will put the request forward for consideration in upcoming DLCs though.
  11. Unfrotunately I do not work on this project anymore. BTW please compare dates and check when running vault and bunnyhop were released :)
  12. smookie

    Low-Ready Position

    Yes I understood your issue and provided temporary solution to the problem. I also suggest to make a ticket on feedback tracker so that it can reach the designers :) @Low-ready replies I am just expressing my and design concerns I have got in reply. Believe me that this idea has been passed over to consideration quite a few months ago.
  13. smookie

    Low-Ready Position

    I dont think there are any plans for this since having weapon in the view when reloading is much more tacticool. You can however use overlay addon that will change the mask of the kneeled stance to Context. When editing config for animations, you can add these lines in Actions -> RifleAdjustKneelBaseActions (or Pistol...) GestureReloadMk20[]= { "GestureReloadMk20Context", "Gesture" }; GestureReloadMX[]= { "GestureReloadMXContext", "Gesture" }; GestureReloadMXCompact[]= { "GestureReloadMXCompactContext", "Gesture" }; GestureReloadMXSniper[]= { "GestureReloadMXSniperContext", "Gesture" }; GestureReloadTRG[]= { "GestureReloadTRGContext", "Gesture" }; GestureReloadTRGUGL[]= { "GestureReloadTRGUGLContext", "Gesture" }; GestureReloadKatiba[]= { "GestureReloadKatibaContext", "Gesture" }; GestureReloadLRR[]= { "GestureReloadLRRContext", "Gesture" }; GestureReloadEBR[]= { "GestureReloadEBRContext", "Gesture" }; GestureReloadSMG_02[]= { "GestureReloadSMG_02Context", "Gesture" }; GestureReloadSMG_03[]= { "GestureReloadSMG_03Context", "Gesture" }; GestureReloadPistol[]= { "GestureReloadPistolContext", "Gesture" }; GestureReloadPistolHeavy02[]= { "GestureReloadPistolHeavy02Context", "Gesture" }; GestureReloadFlaregun[]= { "GestureReloadFlaregunContext", "Gesture" }; GestureReloadSMG_01[]= { "GestureReloadSMG_01Context", "Gesture" }; GestureReloadSDAR[]= { "GestureReloadSDARContext", "Gesture" }; GestureReloadDMR[]= { "GestureReloadDMRContext", "Gesture" }; This will cause the animation not to impose its own rotation of the hips bone. In other words - the character will stay leaned in the adjusted pose. As for Low-ready pose, this is already achieved in DayZ and as such requires programming intervention to launch desired actions. Humble animator cant do much about it :) This feature, in ArmA3, is on my personal to-do (to-bitch-about) list for a long time but hasnt been confirmed yet. ---------- Post added at 15:25 ---------- Previous post was at 15:17 ---------- I actually don't think this is a good idea. I would treat low-ready position as eye-candy only (or well, a feature that allows you to see 20% more of the screen, without reducing combat effectivness). One way out would be having the weapon to raise up automatically when firing but I would be afraid of common folks being confused about not seeing the weapon (or just the tip of it), wondering whether they can actually fire or not. After all, DayZ seems more like a third person game while ArmA3 tends to be played in FPS and therefore it would not be unreasonable to think that more standard FPS solutions should be preffered.
  14. Nice Toadie. You can manually edit RTM with Oxygen to remove hand rotation glitches simply by removing given keyframe.
  15. @AlexVestin Please use feedback tracker and make a request/send ticket address to me. It seems like programming issue, not related to animations.
  16. smookie

    Low-Ready Position

    I would love that too. Some ideas have been already put forward but they will need to wait until the campaign is fully released :)
  17. I am hoping to make less-badass movement in all directions if I get a green light.
  18. smookie

    Will the Hand Signals/gestures ever return?

    We have tech required to do the hand signals quite well, we have mocap data for this, its all down to design now. Best you can do is post a ticket on feedback tracker and vote up the feature.
  19. I am waiting for a window to open for rotation animations&tweaks for adjusted stances.
  20. Adjusted speeds in adjusted stances :) Some of them were too fast.
  21. Current state is a result of many trade-offs for sake for increased fluidity of control over the character. Being huge fan of inertia in animations and having prototyped some of moves like sprint-stopping/starting etc. - well it takes away from control-ability, i must admit it was correct choice, taking into account the assets that we had. The animation system is, however, a candidate for further development so we might as well see some improvements in this field.
  22. My support is with this one. I hope at some point I will be able to provide actual help :)
  23. smookie

    Enhanced movement and more

    dude you are offending us :)
  24. smookie

    Enhanced movement and more

    In truth, I am hoping to have climbing/vaulting improved in following iterations of vanilla game and thats why i am paying attention to this. We have some data already mocaped (for both climbing things and even 2 meter walls), it all waits for processing. Catch me on skype if you need details on new stuff. As for healing... i admit, its a bug pending for a fix.
  25. smookie

    Enhanced movement and more

    The new features within animation config allow for canceling long animations without making them silly
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