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Posted: Tue May 20, 2008 12:30 pm
by Akerfeldt
Jonas wrote:
Akerfeldt wrote:For now the DXR characters will use the same animations as the HDTP characters.
Uh I was under the impression that the HDTP character have no animations
They do now 8)

Posted: Tue May 20, 2008 1:29 pm
by Jonas
OMG PLEASE JUST ANSWER MY QUESTION:

Will the HDTP models use the old DX animations OR WHAT!? ](*,)

Posted: Tue May 20, 2008 1:41 pm
by DDL
Fucking YES.

"Technically" no, since all DX animations cannot be exported as anything other than a series of meshes. So no skeletal animation files or anything.

However, a skeletal animation (or possibly several) for HDTP models has been recreated, based on the original DX animations. Thus they're EFFECTIVELY using the old animations, and while it may be possible to tweak them slightly, we will still have the exact same group of animations as DX has (runshoot, runshoot2H, etc etc).

Posted: Tue May 20, 2008 3:12 pm
by Jonas
ok I'm sorry to hear that. The DX animations are terrible.

Thanks for your reply :)

Posted: Tue May 20, 2008 3:22 pm
by DDL
Iconic, jonas: the DX animations are iconic.

One-handed crouch-shooting of machineguns will be SO hot in 2052.

Out of curiosity, why not post what you'd change? It's always possible that the changes are slight enough to be implemented. Possibly maybe. It all ends up as individual meshes ANYWAY, after all.

Posted: Tue May 20, 2008 3:27 pm
by metche_steele
To be honest i've been aware of this fact but you know what? People want new models and textures - I don't think it really matters if they still utilise the old animation set.

I have said tho' I shall review the situation when we get to play test the characters and weapons in game.

Posted: Tue May 20, 2008 3:36 pm
by Jonas
metche_steele wrote:People want new models and textures - I don't think it really matters if they still utilise the old animation set.
Hah. Right.

DDL: It's hard for me to find an animation in Deus Ex that I completely like. I think the gestures during conversations are alright, everything else is crap. The death animations manage to stand out as particularly über-terrible and cartoonish, just look at how stiffly a character dies when he falls backwards. All the animations just look a bit stiff and unnatural - cartoonish. If they were to be reworked, you could make it all a bit more "military", but even just making them look more organic would be a great improvement.

Of course I imagine the actual number of animations that the code restricts us to would put a dampener on any such improvements. And clearly we can't mocap anything, but I still think it should be possible to hand-animate something better - more natural.

Posted: Tue May 20, 2008 4:08 pm
by metche_steele
Ok you have a point with the death animations ...

I haven't played Deus Ex in a very long time as my PC is very very borked.

Posted: Tue May 20, 2008 4:30 pm
by Jonas
Of course it's a matter of priorities and resources. Animation takes time, especially on that scale, and everybody would clearly prefer to see HDTP models with old animations in-game than old models with old animations.

Just keep it in mind ;)

Posted: Tue May 20, 2008 4:45 pm
by DDL
True. Actually, thinking about it it wouldn't be too hard to add in things like DeathLeft and DeathRight, or to use multiple Deathfront/DeathBack anims randomly chosen (or non-randomly chosen based on where the fatal injury occurred).

It's just..making the anims that takes time. And applying them, obviously (even with Akerfeldt's magic app).

And, to be perfectly honest (this may sound odd) having just two death anims is slightly less immersion-breaking than having say, 10: the more anims you have, the more you make incidences of identical anims "jarringly obvious", and the more you start to highlight that you're really wanting to use a ragdoll system but you so totally aren't: a whole group of identically posed corpses is less jarring than a whole group where there might be a ton of different poses but yet you still DO see identical poses. Does that make sense?

Posted: Tue May 20, 2008 4:48 pm
by DaveW
A lot of people will be playing DXR anyway, and that won't even use death animations.

Posted: Tue May 20, 2008 5:07 pm
by Jonas
Good point about the number of death animations, John. But it'd still be quite possible to make BETTER death animations.

Posted: Tue May 20, 2008 8:05 pm
by galmud
DX less than splendid animations never really bothered me that much. Too immersed in the game I guess . Same thing with voice-acting which is really terrible for some characters

Posted: Tue May 20, 2008 8:18 pm
by fox
galmud wrote: Same thing with voice-acting which is really terrible for some characters

... and stellar for some others. Jay Anthony Frankes's voice was just perfect for JC.

The animations were appropriate but quite clumsy by today's standards of course.

Posted: Tue May 20, 2008 8:18 pm
by DaveW
A bomb!