Are you okay with the same holding models and animations?

Post » Fri Mar 04, 2011 1:46 pm

I like new animations as much as the next person, but just so you know, a new weapon stance requires a base minimum of 38 animations just for aiming and movement -- no fire animations, no reloads, no jams, just aiming and movement. Adding new stances is a very time-consuming process.


How about this You send me your FONV Max Exporter and your Base Max Files ! :) or even just one Max File with the Biped your worked off of and I can http://www.youtube.com/watch?v=pP1jgr4PKyU http://www.youtube.com/watch?v=C44dK2UiQTg http://www.youtube.com/watch?v=4qMwradWw3Y http://www.youtube.com/watch?v=zxmI9w2TKoI http://www.youtube.com/watch?v=TDW1cEitYd8 http://www.youtube.com/watch?v=baPxLhI4aiQ http://www.youtube.com/watch?v=t-YZRPzfeO4

Free of charge ! or you can pay me :) I do like money...
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RaeAnne
 
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Post » Fri Mar 04, 2011 12:16 am

How about this You send me your FONV Max Exporter and your Base Max Files ! :) or even just one Max File with the Biped your worked off of and I can http://www.youtube.com/watch?v=pP1jgr4PKyU http://www.youtube.com/watch?v=C44dK2UiQTg http://www.youtube.com/watch?v=4qMwradWw3Y http://www.youtube.com/watch?v=zxmI9w2TKoI http://www.youtube.com/watch?v=TDW1cEitYd8 http://www.youtube.com/watch?v=baPxLhI4aiQ http://www.youtube.com/watch?v=t-YZRPzfeO4

Free of charge ! or you can pay me :) I do like money...
:trophy: :trophy: :trophy:
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Nitol Ahmed
 
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Post » Fri Mar 04, 2011 7:51 am

I couldn't care less, to be honest. I'm not really big on guns, and even if the shooting is a reasonably big part in NV, I don't care for such minor details -- the fact that we've got twice as many weapons as FO3 with mods pleases me.

No lie, some animations look a bit silly (running with a pistol) but it still doesn't bother me as the game isn't primarily a shooter, and I hardly even notice it anyway.
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Nuno Castro
 
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Post » Thu Mar 03, 2011 10:28 pm

I don't like the Oblivion/FO3 animations much. Guns and bows are fine, but its the movement and melee that bug me.
Fallout you have this slow... jogging... movement... that... takes... all... day... to... go... half... a... mile...
Oblivion though, I can cross half the map in 30 seconds (got a vid for proof too: no hacking as I have the PS3 version).
Seriously, something to increase movement speed would be great. A motorcycle, maybe different models that you have to build yourself. Horses with jets, I don't much care.
Melee, I can say from real-world experience that a sword and a mace don't use the exact same motion. Likewise, a Shishkabob and combat knife are a bit different. Maybe some stabbing? Stabbing things is always fun. Raiders, bandits, steak, its all fair game.
But only with appropriate weapons. Trust me, you can't stab with an axe (again, real experience).

And as much as stealthy people hate me for saying this, maybe have shotguns be a bit less... cheap. As in, just the way the multipliers act, the Terrible Shotgun does a 1000+ damage on a Sneak Critical. Bit overpowered.

But on topic: holding models are fine. I don't have issues with them, just melee.
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adame
 
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Post » Fri Mar 04, 2011 9:06 am

I don't mind the reusing of old stuff. It works just fine, and this isn't Fallout 4. The big, shiny engine changes come, in Bethesda's case, with sequels, not with spin-offs. Choose between a game with a shiny, new game engine that takes 4 years to make, or the game called New Vegas that we get within two years of Fallout 3's release.
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BRAD MONTGOMERY
 
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Post » Fri Mar 04, 2011 1:44 am

The only complaint I have is in regards to the holding animation of the plasma caster. It would be better if we could see a little more of it when holding it, now we just see the metal tip and that's it. I mean, they've put in this classic weapon and we won't actually be seeing it when we're holding it :(
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Bethany Watkin
 
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Post » Fri Mar 04, 2011 1:21 pm

The only complaint I have is in regards to the holding animation of the plasma caster. It would be better if we could see a little more of it when holding it, now we just see the metal tip and that's it. I mean, they've put in this classic weapon and we won't actually be seeing it when we're holding it :(


You can, you know, use the 3rd person camera..
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Leticia Hernandez
 
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Post » Fri Mar 04, 2011 5:55 am

I'm not using third person just because the animation for one weapon in first person is broken. All I'm asking for is that when holding the plasma caster in first person view, that you see a little bit more than just the tip of the barrel.
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jessica sonny
 
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Post » Thu Mar 03, 2011 11:44 pm

How about this You send me your FONV Max Exporter and your Base Max Files ! :) or even just one Max File with the Biped your worked off of and I can http://www.youtube.com/watch?v=pP1jgr4PKyU http://www.youtube.com/watch?v=C44dK2UiQTg http://www.youtube.com/watch?v=4qMwradWw3Y http://www.youtube.com/watch?v=zxmI9w2TKoI http://www.youtube.com/watch?v=TDW1cEitYd8 http://www.youtube.com/watch?v=baPxLhI4aiQ http://www.youtube.com/watch?v=t-YZRPzfeO4

Free of charge ! or you can pay me :) I do like money...


This dude's skills have skills. Everytime I slam my rifle butt into someone's face I think to myself, "Damn! I'm glad that dude mods!"
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Matt Bee
 
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Post » Fri Mar 04, 2011 6:50 am

I'm not using third person just because the animation for one weapon in first person is broken. All I'm asking for is that when holding the plasma caster in first person view, that you see a little bit more than just the tip of the barrel.


There's only so much they can show of a massive weapon like the original plasma rifle in first person.
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Jade MacSpade
 
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Post » Fri Mar 04, 2011 2:08 pm

Come on, I'm not asking to show the entire weapon, but surely they can have you hold it so you see a bit more of the main body of the weapon.
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Mariana
 
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Post » Fri Mar 04, 2011 12:20 am

well..hopefully some of the mods for FO3 can be applied to NV, there are some very well done Animation replacers for FO3...so with time..maybe with time...
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Sophie Louise Edge
 
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Post » Fri Mar 04, 2011 2:22 am

How about this You send me your FONV Max Exporter and your Base Max Files ! :) or even just one Max File with the Biped your worked off of and I can http://www.youtube.com/watch?v=pP1jgr4PKyU http://www.youtube.com/watch?v=C44dK2UiQTg http://www.youtube.com/watch?v=4qMwradWw3Y http://www.youtube.com/watch?v=zxmI9w2TKoI http://www.youtube.com/watch?v=TDW1cEitYd8 http://www.youtube.com/watch?v=baPxLhI4aiQ http://www.youtube.com/watch?v=t-YZRPzfeO4

Free of charge ! or you can pay me :) I do like money...


Well, that totally burned that excuse into ash...
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Reanan-Marie Olsen
 
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Post » Thu Mar 03, 2011 10:55 pm

I personally don't care if it's the same or not. They had me at iron sights.
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pinar
 
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Post » Fri Mar 04, 2011 10:16 am

Well, that totally burned that excuse into ash...

The throwing knives aren't a new stance. The spear is also not a new stance. Nor are the special attacks for the melee weapons. The creature animations are obviously new and unique, but they also aren't using weapons. I'm not saying this to denigrate SaidenStorm's work, because it's very cool, but making new equip and attack animations is not as labor intensive as making a whole new stance. As I wrote before, the minimum number of animations for a new stance accounting for basic idles and move (left/right/forward/back 1st/3rd upright/3rd crouched) is 38. Most sets have 81+ animations.

Edit: if you have a PC copy of Fallout 3 you should be able to open up the various animation folders under Data to get an idea of how things are structured.
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My blood
 
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Post » Thu Mar 03, 2011 10:26 pm

Frankly as long as my character doesnt look like forest gump doing the humpty hump when I do combat im not all that picky on animations. If they are good enough im happy.

Id much rather they spend time making more weapons and clothing and critters then them spend time making sure I properly scratch my butt after I hit someone with a baseball bat.
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Sudah mati ini Keparat
 
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Post » Fri Mar 04, 2011 12:21 am

they've said they redone all the gun animations...


Did they? I was under the impression that all animations from Fallout 3 would remain unchanged where possible.

Still, even if the animations look different from in Fallout 3, that wouldn't necessarily mean there would be more different weapon animations.

But honestly, as long as the weapon animations aren't poorly done and the way the character holds the weapon actually looks like it would work for that weapon (so no holding rifles with the pistol animation, for example.) I mean, it would be nice if there could be more variety in weapon animations, but if we can't have that, I'm content with my character holding a shotgun the same way as an assault rifle, as long as each one still behaves the way it should.
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Madeleine Rose Walsh
 
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Post » Fri Mar 04, 2011 11:21 am

well..hopefully some of the mods for FO3 can be applied to NV, there are some very well done Animation replacers for FO3...so with time..maybe with time...


Not going to happen as every anim replacer created was nothing more then the FO3 base anim imported slightly altered and exported, this can be recreated again just as easily as it was the first time as it takes nothing to import move some bones and export again.

The throwing knives aren't a new stance. The spear is also not a new stance. Nor are the special attacks for the melee weapons.


Had to Blend the animations I had zero choice as there are no empty Animation Sets I would have loved for a more dynamic Animations assignment system to be in place that allowed me to create the entire animation set for all of those weapons but FO3 just is not set up in that manner, for ECM this was an absolute requirement as all that is is a system for secondary attacking like a few melee attacks with projectile weapons which kinda requires everything to match up as best as possible.

The creature animations are obviously new and unique, but they also aren't using weapons.


Actually :) I animated in the Ferals using a 2HL weapon for both the Standing and the Crawlers I added, also the slimes use a 2HL weapon. :)

I'm not saying this to denigrate SaidenStorm's work, because it's very cool, but making new equip and attack animations is not as labor intensive as making a whole new stance. As I wrote before, the minimum number of animations for a new stance accounting for basic idles and move (left/right/forward/back 1st/3rd upright/3rd crouched) is 38. Most sets have 81+ animations.


You forgot Swimming and Jumping :), but seriously I would actually like to know if there are more then the 12 Base Animation Sets (MT, H2H, 1HM, 2HM, 1HP, 2HR, 2HA, 2HH, 2HL, 1GT, 1MD, 1LM) this time around or if you guys designed a system more in tune with what I would have preferred where you are allowed to create your own Animation Sets and assign them on a per weapon/per actor basis in this way allowing an unlimited number of uniquely animated weapons to be created, basically a modding dream for me in a Beth/Obsid Game of this nature.

I am not one to shy away from hard or labor intensive work -> as animating from scratch tends to be <- I have created in the range of 2-3 thousand anims for FO3 alone count in my time with Oblivion and I can easily break 5K unique animations for these 2 games alone along with a few not so unique animations and a bit of work done for other games. :)

Also did you guys use a new Player Biped or re-use the FO3 one ? as it did do its job just fine, and I of course already have a fully rigged version of both the 1st and 3rd person rigs for FO3. :), save me some time as all I would have to do is Pose Match to the new Aim anims and I can continue Modding some of the stuff I never quite got to finish for FO3.

EDIT: Actually one more thing did you guys fix the Automatic Weapons bugs namely -> if you set up an auto weapon without any ammo entry its Rate of Fire goes insane off the charts high, and auto weapons always skip firing their first shot in the rate of fire so a ROF of 1-5 per second will visually skip its first shot making low ROF auto weapons pretty much impossible to do for FO3. I made a Pancor Jackhammer but after learning that I could not do low ROF weapons I had to backburner that weapon. :/
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Emmie Cate
 
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Post » Fri Mar 04, 2011 1:44 am

http://img193.imageshack.us/img193/8462/30503547498d2ce85f29o.gif
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x a million...
 
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Post » Fri Mar 04, 2011 12:10 am

Here's how I look at it.
1. The same animations means that the game looks and feels the same as a game I've already played a [censored]load of, and makes the game overall look below par.
2. The same animations means that Obsidian didn't screw the game up, and that the game is almost certainly going to be atleast as good as Fallout 3.

In other words, I'm glad that the game is using the same ol' trustworthy and reliable engine, even if it means the same graphics and animations.
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Lew.p
 
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Post » Fri Mar 04, 2011 10:18 am

As I wrote before, the minimum number of animations for a new stance accounting for basic idles and move (left/right/forward/back 1st/3rd upright/3rd crouched) is 38. Most sets have 81+ animations.


This makes a lot more sense now. Thanks for clearing that up.
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ONLY ME!!!!
 
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Post » Fri Mar 04, 2011 10:45 am

I've never heard anyone complain about a holding animation before. Why would you care how the weapon is held?
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El Goose
 
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Post » Fri Mar 04, 2011 5:10 am

I've never heard anyone complain about a holding animation before. Why would you care how the weapon is held?


People complain about lots of little irrelevant things.

The real question is whether there's a bullpup reloading animation.
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Meghan Terry
 
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Post » Fri Mar 04, 2011 5:34 am

Here's how I look at it.
1. The same animations means that the game looks and feels the same as a game I've already played a [censored]load of, and makes the game overall look below par.
2. The same animations means that Obsidian didn't screw the game up, and that the game is almost certainly going to be atleast as good as Fallout 3.

In other words, I'm glad that the game is using the same ol' trustworthy and reliable engine, even if it means the same graphics and animations.



It simply means the FNV is a cash cow.
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Bonnie Clyde
 
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