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Fantastic work links! We should have akz put your finished work in game
Everything has its beginning, hop aboard the grogboat!
Colonel: Co-Lead | Level Designer
Can we bring you onboard already?
I was wondering when you finally bless us with your new animations.
For the animations involving leg movement, I thought to myself: "So, the fact that he wears no pants is a big part of his character? Better show off the legs with an uncomfortably long stride."
For the first-person animations, I was always conscious of the fact that I couldn't see the Man-At-Arms' hands (much). I aimed to rectify that; the hands are a big part of a view model, after all.
El Negro wrote:
Why not try giving him a subtle movement with those two weapons? Not just idle, also when attacking.
As far as I am aware, the idle animation/run/jump modifier animation plays underneath the attack modifiers. That's why the running, jumping, and idle animations for the upper body are all the same. If they weren't, they'd mess with the attack animations.
Thus, simply making an idle animation will "add" an idle animation to prepared attacks.
Only minor gameplay problem I see with this is that it would make for getting headshots a bit awkward if the head moves around too much during taunts or animations.
Dem Moves! Though the hands of the MAA during that Crossbow animation are a little static. Looks like he's using some sort of psychic powers to spin the thing.
"The crossbow draw animation featured here is the result of a spectacular accident."