Fantastic work links! We should have akz put your finished work in game
His "shield broke" and "no shield sword" animation is great, the "swirling gun" animation is distracting but...You know why it's great? BECAUSE IT'S NOT "IN YOUR FACE" UNLIKE THE ORIGINAL.
All animations necessary to replace the Halberd portion of the Man-At-Arms' animation set have been completed, with the exception of stun and kick animations.
Locomotion:
Striking back back against the English with the full force of the (allegedly) over-fart-powered halberd:
Hmmm. I seem to have hit some sort of image limit. I guess I'll finish off the various directions for running, walking, crouch-walking and sliding for the halberd, reanimate the essential mace/buckler and crossbow animations, make the extra non-essential animations and come back with a video?
While these might look similar to the existing animations wherein the Man-At-Arms waves around some metal on a stick, in these animations that stick never passes through his torso. There might be some minor clipping with his legs if he's running, however.
I'd like to point out that the upper body motion of the running and jumping and crouch-walking is a slight issue. Either the attack animations blend nicely to and from the default idle animation, or they snap abruptly to and from a more "animated" upper body animation (or they blend horribly with a more animated upper body animation) depending on how I compile them. I am unable to offer anything other than those two choices. I prefer the abrupt snapping and lively upper body combination.
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.
As for the slide, while researching combat rolls, it became apparent that rolling is uncomfortable, often impractical (except for when it's not, then it's very practical) and depending on how many sharp objects/rocks one is carrying/laying on the ground, just as lethal as whatever convinced one to roll in the first place.
This was all very interesting, but in the end I decided on a slide for the sake of diversity in the different classes' animations, and the Man-At-Arms always struck me as the slidey type anyway.
I was wondering when you finally bless us with your new animations.
As was I... Those gifs were taking an age to render (collectively), and then I had to scramble to fix my Sombrero after I broke it whilst trying to update it, and then the gifs were still taking an age to render (still collectively). There are 25 gifs, but I'll stick to the interesting ones to stay under the limit.
Sliding might be more practical than rolling in real life, but you must remember that you are able to still change your direction while rolling in the game, allowing you to roll in a arc (or even on a spot if you spin your mouse fast enough). I believe that doing this while sliding will look very awkward.
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.
Too bad I'm a guy who likes simple, practical animations and the "uncomfortably long stride" (even crouched) just doesn't fit me.
Those slides still need a touch more work, but as far as I can discern, they won't look awkward when used to spin on the spot any more than the jump animations when they're used to strafe through the air.
Well... No more awkward than anything else spinning on the spot, aside from that one animation that actually involves spinning on the spot.
You're ought to try re-animating the idle animations of all classes in third-person.
If you take a closer look at the Gestir, his whole top is somehow frozen when he's using a Sword&Shield or Javelin, while with the Spear he's good enough. Why not try giving him a subtle movement with those two weapons? Not just idle, also when attacking.
Would be nice to see some subtle breathing or the like animations on characters that have some "frozen" idles.
That's definitely a good idea. The Gestir has barely (if any) idle animations in both third and first person. His arms are completely frozen the whole time. I don't know if it is the same for other classes. I only know that the HK freezes in third person after a single idle animation is played. The team only forgot to loop the animation here, though.
Coming back to it now, I feel that I can tweak the idle to make it loop more... Fluidly.
The run modifier seems to be fine, although it would be an understatement to say that adjusting it would be easy.
I had an idea for the jump animation, namely turning it into Jump_N/E/S/W. Jump_E, S and W have been made and work smoothly, but I think the gif here gets the point across for a mere quarter of the rendering time.
The taunt... Consider it a prototype. When I revisit it, I will have the vision necessary to re-animate it smoother, faster (and then slower [and then at a more moderate speed]) more internally consistent, and overall more flamboyant.
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.
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.
Gestir's Javelin, both attack and idle, sure aren't animated though.
An indefinite taunt for heavy knight where he plants his sword into the ground and remains doing exaggerated flexing until the taunt button is pressed to make him cancel it would be amazing to witness for the times on island where the enemy teams are approaching.
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.
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.
Easy solution: use the pistol/longbow/javelins-through-the-sternum until they die or stop taunting.
Additionally, a taunting opponent isn't fighting back, which balances this out.
It has become apparent to me that the Man-At-Arms model could benefit from a few, ah, adjustments. This is the reason I have yet to produce additional animations.
That said, I still have a couple, and a bunch of first person animations to show off.
The first person animations are er, in the other thread.
The crossbow draw animation featured here is the result of a spectacular accident. I have decided to keep it.
There is some minor foot and knee motion shown in the kicks that I have since fixed. I'll not re-render for such a small change.
Additionally:
The Archer isn't killed by a bullet, he's actually killed by the sheer slickness of the shooting animation, which leads perfectly into the heretofore top-secret Archer headshot death animation.
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.
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."
I am keeping that animation for myself because although it is broken, I find it charming.
It is similar in a way to the existing class selection screen animation for the Man-At-Arms, wherein he spins the halberd around, and through, his hands.
I knew it was an accident, I just thought you would use it anyways because of wonky points. I want that animation as well, by the way. Maybe make it a mod. Call it 'The Amazing MAA's psychic spinning Crossbow!'.
By the by, I would love to see one of the taunts you were working on. Could you possibly say when you could show one of?
Every time I reanimate one of these models, I find myself resolving to sooner or later reanimate every single animation, which leaves me with half-broken animations alongside animations that I cannot bear to stop field-testing.
Because of this, what amounts to "fixes" on my end takes priority over taunts and things.
In addition, re-rigging the Man-At-Arms to take care of an abandoned vert at the back of his left shoulder and improve the toe flexibility has put a stop to even that.
Fortunately for you, I happened to be working on a quick-fix for the animation set that I just can't seem to perfectly parry without indicators.
They've been serviceable for quite some time, but they've also been a tad outdated, as some of them no longer match the third-person animations I'm working on.
I made some idles for the cutlasses, dagger, artisan pistol, and menu idles for the Pirates.
While the menu poses work 100%, the in-game idles continue to play and modify the attack/block/shoot/reload animations while the classes are standing still.
Because the movement animations overwrite the standing idles when the classes move, this incompatibility is not particularly egregious.
Place the folder in the custom folder of your pvkii directory.
If you only want the parts that work completely (or only the parts that cause bizarre clipping??) you can manually remove the appropriate files.
Everything is clearly labelled. Removing any _animations file will have detrimental effects.
Replacing the sharpshooter folder with the sharpshooter+sombrero folder will add a fancy hat and bandana to the Sharpshooter.
Comments
His "shield broke" and "no shield sword" animation is great, the "swirling gun" animation is distracting but...You know why it's great? BECAUSE IT'S NOT "IN YOUR FACE" UNLIKE THE ORIGINAL.
PLEASE ADD THAT GODDAMN SWIRLING GUN ANIMATION!
Your soul cannot be saved.
Locomotion:
Striking back back against the English with the full force of the (allegedly) over-fart-powered halberd:
Hmmm. I seem to have hit some sort of image limit. I guess I'll finish off the various directions for running, walking, crouch-walking and sliding for the halberd, reanimate the essential mace/buckler and crossbow animations, make the extra non-essential animations and come back with a video?
While these might look similar to the existing animations wherein the Man-At-Arms waves around some metal on a stick, in these animations that stick never passes through his torso. There might be some minor clipping with his legs if he's running, however.
Those anims look great, can we bring you onboard already?
Co-Lead | Level Designer
I'd like to point out that the upper body motion of the running and jumping and crouch-walking is a slight issue. Either the attack animations blend nicely to and from the default idle animation, or they snap abruptly to and from a more "animated" upper body animation (or they blend horribly with a more animated upper body animation) depending on how I compile them. I am unable to offer anything other than those two choices. I prefer the abrupt snapping and lively upper body combination.
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.
As for the slide, while researching combat rolls, it became apparent that rolling is uncomfortable, often impractical (except for when it's not, then it's very practical) and depending on how many sharp objects/rocks one is carrying/laying on the ground, just as lethal as whatever convinced one to roll in the first place.
This was all very interesting, but in the end I decided on a slide for the sake of diversity in the different classes' animations, and the Man-At-Arms always struck me as the slidey type anyway.
You can bring me onboard already.
As was I... Those gifs were taking an age to render (collectively), and then I had to scramble to fix my Sombrero after I broke it whilst trying to update it, and then the gifs were still taking an age to render (still collectively). There are 25 gifs, but I'll stick to the interesting ones to stay under the limit.
Too bad I'm a guy who likes simple, practical animations and the "uncomfortably long stride" (even crouched) just doesn't fit me.
I love that block&parry.
Your soul cannot be saved.
Those slides still need a touch more work, but as far as I can discern, they won't look awkward when used to spin on the spot any more than the jump animations when they're used to strafe through the air.
Well... No more awkward than anything else spinning on the spot, aside from that one animation that actually involves spinning on the spot.
If you take a closer look at the Gestir, his whole top is somehow frozen when he's using a Sword&Shield or Javelin, while with the Spear he's good enough. Why not try giving him a subtle movement with those two weapons? Not just idle, also when attacking.
Would be nice to see some subtle breathing or the like animations on characters that have some "frozen" idles.
Your soul cannot be saved.
Coming back to it now, I feel that I can tweak the idle to make it loop more... Fluidly.
The run modifier seems to be fine, although it would be an understatement to say that adjusting it would be easy.
I had an idea for the jump animation, namely turning it into Jump_N/E/S/W. Jump_E, S and W have been made and work smoothly, but I think the gif here gets the point across for a mere quarter of the rendering time.
The taunt... Consider it a prototype. When I revisit it, I will have the vision necessary to re-animate it smoother, faster (and then slower [and then at a more moderate speed]) more internally consistent, and overall more flamboyant.
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.
Gestir's Javelin, both attack and idle, sure aren't animated though.
Your soul cannot be saved.
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.
Easy solution: use the pistol/longbow/javelins-through-the-sternum until they die or stop taunting.
Additionally, a taunting opponent isn't fighting back, which balances this out.
That said, I still have a couple, and a bunch of first person animations to show off.
The first person animations are er, in the other thread.
The crossbow draw animation featured here is the result of a spectacular accident. I have decided to keep it.
There is some minor foot and knee motion shown in the kicks that I have since fixed. I'll not re-render for such a small change.
Additionally:
The Archer isn't killed by a bullet, he's actually killed by the sheer slickness of the shooting animation, which leads perfectly into the heretofore top-secret Archer headshot death animation.
Those animations look hilarious and awesome! Can't wait to see what you come up with next!
I am keeping that animation for myself because although it is broken, I find it charming.
It is similar in a way to the existing class selection screen animation for the Man-At-Arms, wherein he spins the halberd around, and through, his hands.
By the by, I would love to see one of the taunts you were working on. Could you possibly say when you could show one of?
Because of this, what amounts to "fixes" on my end takes priority over taunts and things.
In addition, re-rigging the Man-At-Arms to take care of an abandoned vert at the back of his left shoulder and improve the toe flexibility has put a stop to even that.
Fortunately for you, I happened to be working on a quick-fix for the animation set that I just can't seem to perfectly parry without indicators.
[img]http://i285.photobucket.com/albums/ll72/ads334/Pirates Vikings and Knights II/spearsout_zpsivxuskvn.png[/img][img]http://i285.photobucket.com/albums/ll72/ads334/Pirates Vikings and Knights II/victory_spear_zpsyxjidh4s.gif[/img]
"Foolish child! You hold the veapon complvetely vrong!"
Why isn't there a gif cycling through all of my new attack animations? It's the spear, they all look the same.
In the meantime, these first-person Man-At-Arms animations, while not perfect, are serviceable.
They've been serviceable for quite some time, but they've also been a tad outdated, as some of them no longer match the third-person animations I'm working on.
While the menu poses work 100%, the in-game idles continue to play and modify the attack/block/shoot/reload animations while the classes are standing still.
Because the movement animations overwrite the standing idles when the classes move, this incompatibility is not particularly egregious.
The loose files are available here.
Place the folder in the custom folder of your pvkii directory.
If you only want the parts that work completely (or only the parts that cause bizarre clipping??) you can manually remove the appropriate files.
Everything is clearly labelled. Removing any _animations file will have detrimental effects.
Replacing the sharpshooter folder with the sharpshooter+sombrero folder will add a fancy hat and bandana to the Sharpshooter.
It looked nicely fancy/gentleman-ish for him, even the very first PVK has it.
Your soul cannot be saved.
Co-Lead | Level Designer