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Movement Animations

PostPosted: Tue Jan 30, 2018 4:15 pm
by MarpTarpton
Hello,

Please consolidate constructive feedback regarding the movement animations (walk, wander, sneak, run, etc) into this thread. We will, over the course of the next few patches, be releasing, tweaking, and otherwise upsetting you with adjustments and movement animation changes. Feedback of a helpful nature will be taken very seriously. Thanks for the help :)

Re: Movement Animations

PostPosted: Tue Jan 30, 2018 4:17 pm
by Nsuidara
run + lift obj
animals body look dancing in air :D

Re: Movement Animations

PostPosted: Tue Jan 30, 2018 4:21 pm
by vlfkwl101
fracture debuff animation. drag a one leg and halting other leg.
ride canoe and horse(giant cricket too.) animation if you can ;)

Re: Movement Animations

PostPosted: Tue Jan 30, 2018 4:25 pm
by strpk0
IMO walk is a bit too "stiff" as it currently stands, some movement in the torso/hip area + the arms also swinging from their elbows would help a lot.
Run is cool and fun as it is, but if more "seriousness" is desired then I'd suggest making the pilgrims point their hands a bit more inward (and keep them a bit closer to their body).
Wander's animation is a tad too fast imo, I imagine wander as a slightly faster-paced walk with maybe a bit more energetic movement.
The rest is fine IMO, but forage is definitely a bit to slow movement speed-wise, not sure if that change is up for debate though.

Re: Movement Animations

PostPosted: Tue Jan 30, 2018 4:33 pm
by Rifmaster
I assume you probably already know what I'm saying here, but if it's useful, here's how it would it would probably look nice
While running the hands should be bent at about 60 degrees and with the elbows reaching a bit behind the torso, then going forwards and moving slightly towards the median plane.
The whole torso and head should be slightly bent forwards with the head in a position looking a tiny bit down, but mostly forwards.
It should be synced so left arm goes with left leg, right leg with right arm.
At each step, the char's hips move a teeny tiny bit to the opposite side of whichever leg just hit the ground.
Also try to keep the chars from looking like they are going for a morning jog, since when a chase is happening, both characters should look like they are sprinting, not participating in a race walking event (or like they are happily frolicking through a meadow with blossoming flowers, which is what it looks like now).

Re: Movement Animations

PostPosted: Tue Jan 30, 2018 4:34 pm
by Heffernan
Crawling pls?

Image

could make crawling not leave footprints AND not show up on the minimap

Re: Movement Animations

PostPosted: Tue Jan 30, 2018 8:45 pm
by Qiresea
you should be able to crawl only when 1) you have a broken leg and/or 2) you are drunk

Re: Movement Animations

PostPosted: Tue Jan 30, 2018 8:57 pm
by MaxPlanck
The more I run around the more I fall in love with it to be honest. :oops:

Re: Movement Animations

PostPosted: Tue Jan 30, 2018 9:32 pm
by Paradoxyc
Inertia would be nice so that the players move more naturally. Would also be nice not to clip back after walking forward as it does.

https://youtu.be/0C4fEZCYg2g?t=16m49s

This shows what I mean exactly

Re: Movement Animations

PostPosted: Tue Jan 30, 2018 9:37 pm
by Nikixos
Can you please for the god of love rework the combat animations? I understand that 3 years ago when you had to rework all animations you didn't had so much experience and most of the combat animations we have today are so stiff compared to the old ones
https://www.youtube.com/watch?v=IjxNkbEXrlc
for reference