I intend to fabricate some animations of varying kinds. Some for the sake of making them, others for use in custom content. Taunts, tweaks, idles, runs, chest-carries, deaths, celebrations, swims, suicides, first-person, third-person. That sort of thing.
I've got ideas of my own, but I'm sure this forum's denizens have some ideas as well.
This video of the easter eggs that nobody found should demonstrate part of what I'm talking about.
In addition to ideas for animation, assessments of each class's personality would also be helpful, as they would influence the various animations. I have my own ideas, but I think that a few extra opinions would not hurt.
While I'm here, I'll just drop this off.
It's only a small part of a larger whole that is not yet completed. I plead that you hold off on download requests.
I'm just gonna drop 'em here for you, all in a single sentence for each class. The animations I describe happen right before the model turn into a ragdoll. I dunno if Headshot animations is something you'll do or even had in mind, but I find no ther place I can drop them, nor do I want to create a whole new threat for them. Hope you find them acceptable.
Reaches for his head with both arms, only to jab his hook inside is skull, killing himself before he even hits the ground.
Whole body spinning one and a half time, landing on his neck, legs still twitching.
Spins around and while doing so pulls a rose out of his jacket, places it on his chest, holding it with both hand and stifly falls onto his back.
Stops to scratch his head, bewildered about who just threw a rock at his face, only to realize the giant bolt/bullet hole in his forehead and shortly after falls over sideways, dead.
Grabs his forehead with one hand, staggered about the hit and while falling over menacingly shakes his fist, implying that he does so at whoever shot him.
Falls onto his knees while holding his forehead with one hand, dramatically streching out his other before falling over.
Frantically taps his forehead with his fingertips while hoping around on his toes before falling over sideways.
Heavy Knight (This one would probably require a upgraded Heavy Knight model)
Stands still while his helmet spins around 1260°, falling onto his belly, lid now on the back of his head.
I'm not that creative guy, but i can give my opinion for huscarl's shield, where he bangs his shield with his sword, just like HK.
Or maybe make one for sharpshooter's rifle, where he cleans the dirt and dust from his rifle with his hand, or with a napkin.
Good luck mate! Hope I helped you with my suggestions.
I appreciate the suggestions.
Death-by-headshot animations had almost completely slipped my mind. While I could animate "one off" taunts, I'd prefer to animate taunts that could feasibly be held indefinitely.
Got Conga on the mind, eh? One off taunts in my opinion are more, let's say credible. They usually get quicker to the point of taunting the opponent, while those that can be hold indefinitely take a bit longer to get going, or overall aren't very taunty.
Well, it is your wish so I shall comply, here are some suggestions. What is described here plays out as long until the taunt gets interrupted (keep this post in mind for later, might upgrade it with more taunt ideas).
Gets a fire starting and sits down in front of it to tell 'dem youngling tales about his past battles.
Puts down his keg, kneels before it, puts down one hand on it top and with the other stabs between his fingers with his cutlass (or a knife, the cutlass might be a bit to long for this).
Pulls a cup out of his pocket (which is magically filled with boiling tea) and start sipping on it, delighted by its taste.
Gets out a lute (or was it a mandoline that got used back then? Sorry, don't know my plucked instruments too well) and starts playing it, sensually, of course.
Starts juggling his throwing axes (sorry, kinda bland in my opinion)
That's all for now, hope some are to your liking. Looking them over, almsot all of them require an aditional prop, sorry about that. Got a couple of one off taunts in my mind, too. Just give me the word an I shall tell you them.
Edit: Before I forget it: Nice work with those animations, by the way.
I'm not a huge fan of the conga. I merely prefer the ability to maintain the taunt I'm trying to use, as opposed to using it again and again and again.
This entire thread is one big green light for animation ideas. That's why I called it Animation Ideas.
Edit: Cheers. I think I'll try to animate a continuous Huscarl 2-handed axe taunt to illustrate the sort of taunt I'd prefer to make.
Stretches his arms out with his Bigaxe in both hands and then slams his head into its back about three times, only to throw his arms out ( axe in one hand) and scream feroucisly at his enemys.
With a cheeky grin gives ye' old middle finger invented by the british archers for the frenchies. Forgot the name but you show the back of your hand, holding out your index and middle finger, basically those you pull a bow string with.
Stabs his spear into the ground next to him with one hand while pointing at his foes with his other, saying things along the line of "Foolish young, puny weakling!", or "I'm a master with every weapon!".
Does a "come hither" gesture with his hook, the hook pointing up to imitate a index finger.
Sensually strokes his rifle (pun fully intended), before kissing or hugging it and rubbing it against his cheek.
More to come later. Maybe.
So far it seems that it's mainly just idle animations. But the idea is to expand and make PVK2 more immersive and shiny. Cool.
Personally what I like the most are drawing animations and attack animations. Right now I'm playing a bit of Chivalry and it just feels right when I stab or cut someone's head off. Ofc, Unreal offers a bit more oomph than Source, but perhaps the attack animations could be tweaked or even overhauled to make them more "powerful", like you're actually sinking a blade into your enemy.
I intend to get around to some attack animation tweaks, just as soon as I animate this idle/walking taunt loop to my satisfaction.
If you have some suggestions for specific tweaks to specific animations, that'd be great.
Ah yea true, sounds imo make or break it. Nothing quite like hearing the sound of steel sinking into gore and the suction as it comes out However animation is still important, I find that in Chivalry it just feels right when you bring your sword down, for example. Looks like you're actually just lifting it and it has weight, compared to how it is currently where you just hold... hold... hold... to charge it up and "cleanly" swing. Idk how to describe it well.
A perfect suggestion, though if I may make a suggestion myself, I'd say that some shield gibs/chunks flying off of the shield model, a sound, and possibly a particle effect would be necessary to complete the event.
It's not supposed to hitch at the end... Curses...
This taunt, I think, could feasibly be held from a standing stance to a walking one. Good for standing guard, on patrol, or calmly advancing on the enemy base/a wounded fighter that won't quit. I think it's a modest little thing in line with the Huscarl's personality.
I'll try a shield-break animation next... Should be fun to tread new territory.
A taunt ist best when noticable. You want the enemy to realize that you taunt them. Your animation in my opinion would be a very good 3rd-person idle animation, although for taunting I'd say people wouldn't even realize that you are taunting them.
A good taunt draws attention, you are cocky and everybody should notice so (also potentialy making them focus you). It should also be quick enough with a reconizable stance/prop/etc. to rub in a kill even more during a freeze-frame. A noticable animation must be played that you don't see normally on that particular character during combat. Something simple as waving can achieve that, a waves sole purpose is to draw attention, after all. Of course, being able to move while taunting can work, if anything it just makes taunting less dangerous.
Granted, I coulnd't give you a good taunt Idea for the Huscarl that would be quick and flashy while still keeping it inside his character, compared to the other classes he's just too, well, normal, level-headed, boring. The best I can come up with is a "come hither" motion. A unique animation which purpose even in real-life is to taunt the opponent. Could work, especially if he holds his axe vertically in one hand to the side (something he doesn't do normally) and noticable reaches out the hand with which he performs the "come hither" motion. A unique line of text during this taunt would enchance it even more (though this ain't your job).
For a better example, pulling out a Lute and playing on it as a Shapshooter with a shirley-eating grin on his face (he still can walk while doing so if you want) would be a good taunt in my opinion. He would draw attention by pulling out a whole new prop and with the unique sound it would emit. During a freeze-frame it would definitely rub it in as the opponent clearly sees the lute and with that realizes that you took the extra time to rub in your kill just a bit more.
But I don't want to criticize your work too much. It's a nice animation and I can't wait for the shield-break animation. That's something that really needs to exist.
The standing still version (the original version) of the Modest Axe Half-Toss (name pending) has a more unique stance. I think the third would make a good idle animation.
As for a quick animation intended to add insult in injury in a freeze frame, your post has given me inspiration for a more taunting gesture. The Huscarl drops his axe (with his right hand) throws his upper body back, turns out his arms and laughs to the sky. But first, shield-breaking.
That taunt idea of yours should work. Enough unique and noticeable animations, a taunting gesture as well as a somewhat specific soundclip (not a lot of people spam laugh (except me)).
Just who the heck thought that "Skirmisher spins his cutlass" animation would be cool? It's very goddamn distracting, I hate it.
Your soul cannot be saved.
Hmm. Better try that again in slow-motion. The whole breaking process takes the same amount of time as holstering and drawing, so it wouldn't be a hindrance (or any more of a hindrance than having one's shield broken is already).
Good ol' green background.
I have the strangest feeling that there's more spinning going on here than there ought to be.
Nice touch on that idle animation, too. If it'd be me, I would put that in my game immediately.
However, that floating arm strap does look a bit weird. If you'd adjust the gibs to still hold on to that strap, the broken off parts would probably be too small to be visually appealing, though. Maybe have the animation of throwing the shield away play a little faster to make it a bit less obvious.
As for the gibs being too small, if one were to break the gib off fast enough, it could be about half the size of the shield while only a quarter was missing and nobody would notice.
The shield isn't being thrown away either, it's being stored on the back until an armor pick-up can be found to magically restore it.
I think I'll try some running and walking now. I'll probably animate another taunt while I'm at it to add life to the upper body.
What really took the most time in the tweaking-to-perfection stage was the addition of six bones specifically for controlling the Archer's tunic. Given that it now flows gracefully in the wind, I'd say that it was worth it.
This isn't proper skipping, mind you. This is merely what I made with the limit of twenty frames in mind. Seeing as this is only run_N and the other seven points of the compass still use the default running animation, I'll have to revisit this concept to implement more directions, and possibly more frames.
Another thing that took up a little time was a couple of tweaks to a couple of Man-At-Arms animations. I'll make a collection (complete with taunt/s) and get back to you all.
Why is the Archer skipping (sort of) instead of running? Because I think that relative to, for instance, a Skirmisher's sprint, it would be unique and balance out other, more serious gaits by being whimsical.
What's next on your list, by the way? Is it by chance that taunt you mentioned in your previous post?
You might be on to something about the Archer's knee.
What am I animating now? Halberd and mace first-person and third-person animations of varying kinds; running, walking, and swimming (North, South, East, West), victory, halberd, and crossbow taunts (mace idea missing), a defeat animation, carrying a chest, an animation for when a player decides to commit suicide, and another for when they decide to get shot in the head and die.
Skirmisher shoes... Hmm, yes... Good idea.
For the MAA mace taunt, how about him marching exaggerated on a spot while humming his La Marseillaise voice clip? The voice clip might be a bit too long, though.
Co-Lead | Level Designer
I already have a taunt idea for the La Marseillaise line. I'll stick to that for now and see what you think of it.
The only truly finished animations thus far are the Huscarl's shield idles. The others all either need a couple of tweaks (shield break) or additional animations (skipping Archer).
That said... I haven't got it in me to gush with thanks or swell (too much) with pride. I'll just demonstrate my appreciation by striving to improve.
This encouragement thing really works...
The Socks and Sandals thing was more of a gag. Foot-wrappings sound good, simple, yet fitting (and they would cover up those square toes).