Improved unit walk animations

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Re: Improved unit walk animations

Postby nine2 » 10 Aug 2015, 07:54

That does look great! Can you make modelling changes as well? Perhaps not to units but maybe to factories?
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Re: Improved unit walk animations

Postby ckitching » 10 Aug 2015, 11:04

Another thing you may wish to look at is death animations.

When a unit it killed, it plays the death animation (with some extra explosions and particle effects attached to it at the same time), and then the model is replaced by the wreckage.

The problem is that, for quite a lot of units, the final position of the unit after the animation does not match the position shown in the wreckage. For a few units this can produce a somewhat jarring "teleport" effect when it's blown up.
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Re: Improved unit walk animations

Postby speed2 » 10 Aug 2015, 11:20

One of the best examples would be Monkeylord, no matter when you kill it, the turret will be turned forward.
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Re: Improved unit walk animations

Postby speed2 » 10 Aug 2015, 11:22

Another thing would be new HQ fac upgrade animations, since its same as normal factory, but HQs has more stuff on them.
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Re: Improved unit walk animations

Postby Hexacosichoron » 10 Aug 2015, 23:49

Doodz! There's only one of me ;)

I'd be happy to take a stab at some of those suggestions. I'm not as confident in my modelling as I am in my animation, so I'm going to try to get the walk cycles out of the way before I begin trying to edit unit designs. Tonight I'm going to try to tackle both the Cybran and Seraphim ACUs. After this I have a commission I need to work on, and then I'll be getting into other units. I intend to take a stab at pretty much everything with legs.
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Re: Improved unit walk animations

Postby ckitching » 10 Aug 2015, 23:56

The Scathis unpack animation sucks, too :P

Thanks for the great work, though: Do keep going.

A random thought: it struck me as a little strange how much the Aeon "wiggles his hips" while walking along. Should a giant marching robot of death have such a "human-like" walk?
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Re: Improved unit walk animations

Postby Isis » 11 Aug 2015, 00:03

ckitching wrote:The Scathis unpack animation sucks, too :P

Thanks for the great work, though: Do keep going.

A random thought: it struck me as a little strange how much the Aeon "wiggles his hips" while walking along. Should a giant marching robot of death have such a "human-like" walk?


Aren't all the Aeon combatants female?
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Re: Improved unit walk animations

Postby JaggedAppliance » 11 Aug 2015, 00:08

You know you're doing well when you get so many requests. Good job, they look great.
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Re: Improved unit walk animations

Postby Hexacosichoron » 11 Aug 2015, 00:14

ckitching wrote:The Scathis unpack animation sucks, too :P
A random thought: it struck me as a little strange how much the Aeon "wiggles his hips" while walking along. Should a giant marching robot of death have such a "human-like" walk?


The way I see it, the reason engineers of the SupCom era are so successful with making bipedal robots that don't fall over every dozen steps is that they've modeled the human walk so well that certain features of the human walk would transfer into the robot. The hip "wiggle" is the result of the robot shifting it's weight onto one leg, so the side of the pelvis that takes that force is supported, while the other side is pulled down by the leg that's swinging forward. This is a feature that's impossible to avoid, even for men.

Also the rotating of the torso back and forth counter to the legs is an efficient way to control the moment of inertia resulting from the off-axis thrust of each step.
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Re: Improved unit walk animations

Postby Nanotech33 » 11 Aug 2015, 00:17

Loving this thread
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