Walk power, now!
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if not downright rude at times too
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Well, that's your opinion. I was simply giving my opinion, which is fairly well educated, but an opinion nonetheless.
My opinion is also that calling the development team 'lame' is a direct insult, no matter how many cheeky little smilies you glue on it. So please quit with the name calling.
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Now, this is what I mean. You might not have meant it as an insult, but the way you worded it seems to suggest that, by dint, Im uneducated, or stupid. Which Isnt particularly fair.
As to the 'lame', well, alright. I take that back, considering I wrote that in a fairly shoddy mood. So, I guess we just wait and see if they include walk or not. Given it actually comes up when typed as [Walk] it may be a matter of time. Especially as CO has (apparently) got it nailed. If not, it'll be a crying shame, but hey.
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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You might not have meant it as an insult, but the way you worded it seems to suggest that, by dint, Im uneducated, or stupid. Which Isnt particularly fair.
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No. As I have just had pointed out to me elswewhere, that's what you read into it. I've been programming computers for 20 years professionally, and longer than that as an amateur. I am bound to know a reasonable amount about programming. I also have some experience of modelling and animation from NwN. I'll admit that I never got the hang of the modelling thing. I didn't spend the time, I have zero artistic talent, and it was just, plain hard.
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So, I guess we just wait and see if they include walk or not.
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Indeed. And glory be that day. Just don't take the fact that there is a walk animation in the game as evidence that it's simple to implement on PCs.
Disclaimer: The above may be humerous, or at least may be an attempt at humour. Try reading it that way.
Posts are OOC unless noted to be IC, or in an IC thread.
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Just don't take the fact that there is a walk animation in the game as evidence that it's simple to implement on PCs.
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Yes, just look at Ghost Widow for a similar kind of problem
@Golden Girl
City of Heroes comics and artwork
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Just don't take the fact that there is a walk animation in the game as evidence that it's simple to implement on PCs.
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Yes, just look at Ghost Widow for a similar kind of problem
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Animated Hair? Or is that a blatently daft question?
And fair doos Raven, fair doos. I didnt know that, now I do.
Does this mean I can no longer rant?
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Ok thanks for trying to explain why it could be hard to implement walking. One thing is clear though. It can be done if the animation engine is correctly coded for it and capable of doing the necessary things. It would probably require additional calculation power.
But we don't know what they did to make this game work in the first place and how hard it would be to modify the engine to make it look right. The fact that despite many requests to do it, it has not been done already tells us something.
Either it is doable but not high enough on the developers list or it is rather difficult to implement and therefore resources are best spend elsewhere.
All we can do is make sure that the developers know that such a thing would be appreciated and let them decide what to do with that information.
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for AFAIK, the leg length doesn't have to make a difference, it's how NCsoft/cryptic designed the engine to work.
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You are absolutely right that it doesn't have to make a difference, but not that it's 'how they designed the engine.'
If you use the same basic animation for walking on a 4-foot model and an eight-foot model, it would look like one (or both) were moonwalking. To make it look right, you need to take the length of the legs into account. It isn't uncommon for height not to be considered for walking animations, but it does look odd even in LotRO where the height differences are pretty small. With the variation available in CoX, it would start looking stupid.
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well, if they tone down the differences in height and make it a bit more realistic, the animation would be better.
but i didn't meant it's easy, i know fully well that more then 2 leg walkings are a bigger challenge.
i tried ones a spider animation, it's really hard to get the legs move naturally without having the moonwalk effect.
4 legs are much easier, especially running since it's mostly just the same as how dogs and horses run.
spider run animation is hard for 2 simple facts
1. every leg moves entirely different
2. you need to keep in mind that the back leg has a bigger walk then the 2 at front.
all i was saying is that, if (yes again, just have no other i play as much) you look at how guild wars has it's system.
no matter how large or small you are, you just as fast, but the run/walk animation is also just as fast.
the only reason why COX has a problem with the run/walk animation differences is because the length is just way to exaggerated to have a good animation that works.
all and all, it's more the problem of how the model size is made in the game.
walk is made for the mid model size, anything out of that scale makes walking something totally different.
large size looks like slow-motion walking and tiny size is like a 2x forward tape on the legs.
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It's designed to encourage consumerism and adding an animation seems to be a (relatively - ie anyone who is interested in learning about animation can develop a new walk) simple task
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Hmm. Well, two things.
1. Presumably, the Second Life animation engine is designed to work that way (or was modified afterward). Of course, that same engine doesn't have to cope with some of the stuff CoX does. (Is there any combat SL?) A general rule of thumb in any code is that hardcoded values are faster than ones you have to look up.
2. If you wanted, you could design animated models for Neverwinter Nights. Anyone could do it, if they wanted to spend a fairly significant amount of time learning to use a 3D modelling program and how to implement animations using it. It could be that the SL engine has some mechanism for implementing non-cooked animations from pseudo-code or some such, but the engine will be doing a lot of work to turn that code into character movement.
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Well there IS combat in SL but it's not on the same par as CoH and I'm guessing that since it is an "override" it doesn't ever take over the inbuilt animation. It's like a "toggle" power - maybe a good analogy is the PPD Hardsuit Cossie power, you're either wearing it or you're not.
Thelonious Monk
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well, if they tone down the differences in height and make it a bit more realistic, the animation would be better.
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Yes, limiting all characters to between 5-7 feet tall would allow you to use just one walk animation. I think that would be a really popular move, eh!
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i tried ones a spider animation, it's really hard to get the legs move naturally without having the moonwalk effect.
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The underlying physics of spider and insect walking is very different to human walking. In that case the body remains stably supported by 3 (or more) legs whilst the other legs simply move to a new position. Some quadrapeds also use this walk (3 legs still, one leg moves).
I believe a horse has at least 3 seperate movement modes: Walk, which keeps 3 legs on the ground, so the animal is always stable. In this case movement speed is directly proportional to the size of the horse i.e. one animation would do any size horse; Canter which most closely resembles human walking, where the legs swing at thier natural frequency (which is proportional to the reciprocal of the square root of the leg length); and run/gallop where the legs are driven faster than thier natural frequency.
I really should do something about this signature.
You missed out trot, which I think involves the legs moving in opposite corner pairs.
The other important aspect of horse's movement concerns the driving force employed. At full run, all the legs are pushing independently, or something so there's more driving force to the group (though, also at a a run, all four legs are off the ground at some points, which is never the case in the other modes of movement.
I'm sure there's a really good article in Wiki about this, complete with those old stop frame photographs that won the bet.
Disclaimer: The above may be humerous, or at least may be an attempt at humour. Try reading it that way.
Posts are OOC unless noted to be IC, or in an IC thread.
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well, if they tone down the differences in height and make it a bit more realistic, the animation would be better.
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Yes, limiting all characters to between 5-7 feet tall would allow you to use just one walk animation. I think that would be a really popular move, eh!
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you don't have to be all offensive, shees.
Some people take offense rather easily.
Disclaimer: The above may be humerous, or at least may be an attempt at humour. Try reading it that way.
Posts are OOC unless noted to be IC, or in an IC thread.
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Some people take offense rather easily.
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Woops
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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You missed out trot, which I think involves the legs moving in opposite corner pairs.
The other important aspect of horse's movement concerns the driving force employed. At full run, all the legs are pushing independently, or something so there's more driving force to the group (though, also at a a run, all four legs are off the ground at some points, which is never the case in the other modes of movement.
I'm sure there's a really good article in Wiki about this, complete with those old stop frame photographs that won the bet.
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Yup, I thought there might be another one. Was relying on memory, not wiki!
Movement is a complex and interesting field of study, that ties in with robotics, but perhaps the most remarkable thing is the ability of the human brain to spot when something looks wrong, despite no consious knowledge of the subject.
I really should do something about this signature.
Humans are amazingly good at spotting patterns. Their brains like finding patterns. They find patterns in things that have no patterns in, because they like finding them.
Similarly, if something that should have a pattern is broken, they tend to spot it pretty quickly, even if they can't figure out why it's wrong for a while.
Disclaimer: The above may be humerous, or at least may be an attempt at humour. Try reading it that way.
Posts are OOC unless noted to be IC, or in an IC thread.
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Humans are amazingly good at spotting patterns. Their brains like finding patterns. They find patterns in things that have no patterns in, because they like finding them.
Similarly, if something that should have a pattern is broken, they tend to spot it pretty quickly, even if they can't figure out why it's wrong for a while.
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something like this?
http://teenspeakonline.com/genepatents.gif
Not quite, but it is amusing.
Disclaimer: The above may be humerous, or at least may be an attempt at humour. Try reading it that way.
Posts are OOC unless noted to be IC, or in an IC thread.
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It's designed to encourage consumerism and adding an animation seems to be a (relatively - ie anyone who is interested in learning about animation can develop a new walk) simple task
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Hmm. Well, two things.
1. Presumably, the Second Life animation engine is designed to work that way (or was modified afterward). Of course, that same engine doesn't have to cope with some of the stuff CoX does. (Is there any combat SL?) A general rule of thumb in any code is that hardcoded values are faster than ones you have to look up.
2. If you wanted, you could design animated models for Neverwinter Nights. Anyone could do it, if they wanted to spend a fairly significant amount of time learning to use a 3D modelling program and how to implement animations using it. It could be that the SL engine has some mechanism for implementing non-cooked animations from pseudo-code or some such, but the engine will be doing a lot of work to turn that code into character movement.
Disclaimer: The above may be humerous, or at least may be an attempt at humour. Try reading it that way.
Posts are OOC unless noted to be IC, or in an IC thread.