B Other Combat Animation Enhancement - Fifth Release with Trailer 15/11/10

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Yep, I have a few ideas for fixing that.

First longaxe animation went pretty well - doesn't look too ridiculous with a glaive after all, though polearm attacks might be too fast (because of the game more than my animations). I plan to animate another longaxe attack by this time tomorrow, and post a video of it.
 
Papa Lazarou 说:
Yep, I have a few ideas for fixing that.

First longaxe animation went pretty well - doesn't look too ridiculous with a glaive after all, though polearm attacks might be too fast (because of the game more than my animations). I plan to animate another longaxe attack by this time tomorrow, and post a video of it.

awesome, can't wait to see!
 
New Polearm Attacks from the Sides

Video here.

These are just first drafts, but I'm pretty happy with the cut from the right. You'll notice I've included end positions for final attacks (attacks that aren't followed by other attacks), which I hope make the movements look more forceful. The cut from the left is slightly broken (a few misplaced frames in the middle), and I'm going to reanimate it at some point. I might also try fiddling with the positions so that the weapon recovers more towards the back of the head.

You may think, as I do, that the attacks are a little bit on the speedy side - I might end up slowing them down, or slowing the "release" but speeding up the "ready" in order to make the actual swing a bit slower without changing the attack rate. I'm trying to avoid mechanical changes, but yeah, I might slow the polearms down a bit, depending on what people think.

In other news: I've also animated first drafts of all the blocks for polearms and two-handed swords, and they'll appear in future videos or the next release.

Feed me with your feedback!
 
Papa, these animations are REALLY awesome.
If I were to comment I would say lower the swing a little bit. So that the target of the attack at the middle hits around the lower abdomen of the opponent. This is fine and all, but it sometimes feels that he is always going for a headshot lol.
 
About the step: you do know that native already has this and doesn't actually make the player move forward: simply takes the step back after attack. So just saying you could do that too.

From a martial perspective (I do fence: foil, saber, and some long sword) you definitely want to take a step into your attack, adds a lot of power and usually you need it to actually get in range and hit the opponent. Not so sure if that second applies to M&B.

The attacks do need more weight. To do this you could make the animation make the sword drag behind from the wrist (what I mean is: the arm starts moving and the wrist bends back a little as the sword slowly accelerates, and then bends forward as the sword keeps on going after the arm has stopped. Something people who haven't held a sword always make a mistake of is assuming that a one-handed weapon is light and easy to wield. This is NOT true, all swords are really quite heavy, especially at the time, and can get very tiring (course getting more tiring as you keep using them). The only weapon this is not true is something like a knife. Which leads me to your wrist movements: they are fancy but look 1. Unrealistic 2. Too fast and 3. VERY painful...you need to find something to do about this.

The above only applies to the one handed animations on the videos I saw. The polearm animations look fine, though the transitions don't look quite as clean, but that might be just me and I only watched them once.

Apart from that threatening wall of text, this is one very promising mod, and if pulled of well (which looks like it will) should be used in all mods/native?.

Keep up the great work, I am avidly looking forward to this.
 
That's fantastic! Papa, do you think you might be able to do a two handed spear/lance from horseback animation in the future?

 
nitpick: is it possible to have the right hand in front of the left hand so that the polearm animations are right-handed, instead of left-handed? I know that the polearm animations were right-handed in 1.011.
 
Thanks for the comments, everyone. Apologies for the gigapost.

Next up is a new ready position for overhead polearm attacks, a new and hopefully final one-handed cut from above, and a one-handed low thrust.

Outlawed 说:
If I were to comment I would say lower the swing a little bit. So that the target of the attack at the middle hits around the lower abdomen of the opponent. This is fine and all, but it sometimes feels that he is always going for a headshot lol.
Well in a sense, he is always going for a headshot. Basically I'm done the moves so that they extend out from the shoulder line. This means that with a neutral camera pitch, the attack will have maximum range. I'm not sure about the gameplay effects though - it does seem to make headshots a lot more common. I don't think that's such a bad thing of itself, since it was always too hard to hit the head in native if you ask me. Of course if it causes massive balance problems I'll rethink it though.

Munchkin9 说:
About the step: you do know that native already has this and doesn't actually make the player move forward: simply takes the step back after attack. So just saying you could do that too.
Possibly - trouble is that it might look strange with repeated attacks (character would move his foot in and out and I think it'd look weird). Also, in reality the footwork is never really visible, since no-one actually attacks from a standstill.

From a martial perspective (I do fence: foil, saber, and some long sword) you definitely want to take a step into your attack, adds a lot of power and usually you need it to actually get in range and hit the opponent. Not so sure if that second applies to M&B.
I find if I turn my hips enough it doesn't feel too weak. Boxers punch of the back leg as well, so there's some precedent. As for getting in range, I prefer to leave that to the movement controls.

It is a shame that I can't make the game's footwork look nicer though. Some good combat footwork would be a great replacement for the jogging look we have now.

The attacks do need more weight. To do this you could make the animation make the sword drag behind from the wrist (what I mean is: the arm starts moving and the wrist bends back a little as the sword slowly accelerates, and then bends forward as the sword keeps on going after the arm has stopped.
Yes, I definitely think the attacks might look better with more commitment. I'll be adding some recovery frames to the one-handed attacks, so that the momentum is dissipated when they're made in isolation (rather than just flopping down). That should help a bit. I may also add more of a "chamber" (more bending of the elbow/shoulder) to the start of the sideways cuts at some point.

The only weapon this is not true is something like a knife. Which leads me to your wrist movements: they are fancy but look 1. Unrealistic 2. Too fast and 3. VERY painful...you need to find something to do about this.
Eek. Well, I certainly wasn't going for fancy, or unrealistic or painful when I performed them! I was going for a simple, natural movement that could easily flow into other attacks. I think the animations resembles my real performances fairly closely, so I'm not really sure what's giving you this impression. Can you tell me specifically why it looks painful or unrealistic? Or maybe post a video of some swordsmanship that doesn't have those problems?

They might be a bit too fast though - the game has the attack animation last about .6 of a second, and the ready animation last about a third of a second. So the attack rate is a bit faster than one per second, which seems reasonable to me. Having said that, the attack part might be a little quick, especially since I'm including part of the recovery movement in it. I actually think the one-handers are alright in this regard, but the polearm attacks might be a little quick.

The above only applies to the one handed animations on the videos I saw. The polearm animations look fine, though the transitions don't look quite as clean, but that might be just me and I only watched them once.
No, I agree with you there. I'd like to fiddle with the positions a bit, and see if I can get the recovery looking more circular.

Apart from that threatening wall of text, this is one very promising mod, and if pulled of well (which looks like it will) should be used in all mods/native?.

Keep up the great work, I am avidly looking forward to this.

Thanks! The detailed feedback is very helpful.

I do plan to release the mod for Warband, and the original M&B, both as a stand-alone mod, and as an add-on that will allow my animations to be used in existing modules (i.e., so that individuals can customise their installed mods to include my animations). I'm also making them available to any modders that want to include them in their projects as standard.

Sahran 说:
That's fantastic! Papa, do you think you might be able to do a two handed spear/lance from horseback animation in the future?
Possibly, though I know even less about that than I do about fighting on foot!

Shik 说:
nitpick: is it possible to have the right hand in front of the left hand so that the polearm animations are right-handed, instead of left-handed? I know that the polearm animations were right-handed in 1.011.
It is possible, but I don't plan to do it at the moment. Reasons being that, (1) the right hand can't move on the haft, so in attacks from the right there'd be no sliding hands to maximise reach, and (2) making repeated attacks blend together nicely might be tricky.

But now that I think about it, point 2 might not be such a problem, so it's really just the fact that the right hand can't slide down the haft. I may well reanimate the polearm attacks I've done so far, so I might experiment with making them all right-handed and see if I can make it work.

Thanks for that point - I had dismissed the idea of swapping hands but now I think it might be feasible.
 
The new polearm animations are definitely looking good. The right-to-left attack looks real good. I agree that the left-to-right attack should be worked on.

As for the "noncommitted attack" issue...
I am a martial artist who has not only studied swordsmanship. In kicking, proper technique is even more important than in swordsmanship because it is a lot harder to injure someone with a leg than a sword, meaning that in order to hurt someone with a kick, technique is even more crucial. So when you study kicking and other types of unarmed strikes, you have to get more detailed with the core technique. Perhaps I can offer a different perspective:
The reason the attacks look under-powered is all in the hips and has less to do with the follow-through (though the follow-through is still important I'm sure). You have the character turning the hips during the ready position. In actuality, the hips should not turn into the attack until the actual strike. So perhaps keep the stance normal during the ready animation, and then turn the hips into the attack when the attack is released.

Upon reviewing the animations I noticed that they already do this a little bit, but the hips turn too much in the ready position and not enough during the attack. The left-to-right attack doesn't look too bad (actually, none of the attacks look too bad, but I think this could make them look better)

For detail related to hip-turn for those interested:
There is often a difference in theory and practice. For example, in TKD, the practitioners are taught to turn the base foot back and the hips into the attack during the fold (chamber/ready position), and then to snap the leg out in a snapping motion. A kick thrown "perfectly" like this will rely mostly on the extension of the leg for power which is not ideal. So why teach a kick like this? The reason is to provide simple steps for the martial artist to learn and practice the muscle memory. It is easier to learn the kick in this way.
In practice however, the most powerful and non-telegraphic way to kick is to simply fold the kicking leg without turning the hips or the base foot. After the fold, the simultaneous action of the base foot turning, the hips turning over, and the extension of the leg creates a fast and powerful motion.
(in actuality, there is a very small amount of time between the foot turning, the hips turning, and the leg extending. It is similar to a tennis serve, a chain reaction, but so quick it almost looks simultaneous)
 
I am actually turning the hips quite a lot after the ready position (any hip turn in the ready position, compared to the idle pose, is unintentional). I tend to under-rotate them when animating though - just a conservative bias I have. I'm working on it!

In other news, I think I've fixed the one-handed overhead attack, and I've added a makeshift follow-through. I might end up reanimating these attacks since they're a bit of a patchwork at the moment.

Whoosh.
 
They might be a bit too fast though
Yup I think that is the problem, looking back at them. If they were slower, the motion would definitely look natural and effective. Good spotting.

Possibly - trouble is that it might look strange with repeated attacks (character would move his foot in and out and I think it'd look weird). Also, in reality the footwork is never really visible, since no-one actually attacks from a standstill.
That is a good point about it looking weird for chained attacks. However, I have to disagree about the footwork not being visible, as the motion of the body (especially in faster types of combat like longsword) make a huge difference in whether or not you can get your weapon in the right in place in time. Game-wise however I see what you are saying.

And that's about it. I like it when my feedback gets responded to, makes me feel like the developer is paying attention to the fans; so kudos to you.
 
The polearm animation looks smooth, though I notice that the hips are totally uncommitted. As others have said, that's not a very good thing. :razz:

This video might be useful in illustrating the hip movement : http://www.youtube.com/watch?v=_PyvdjDGKWU

Personally, I cheat a bit because I haven't nailed the hip movement down. I find that it helps to present your body square on to your target with the rear heel raised, then to drop the rear heel as you cut. This is a relatively simple movement that induces the proper hip motion.

Another problem is that it looks as though the avatar is wielding a willow switch instead of a bardiche. There isn't a feeling of mass to the weapon, and this is probably a bit more important for polearms than it is for swords.

Munchkin9 说:
About the step: you do know that native already has this and doesn't actually make the player move forward: simply takes the step back after attack. So just saying you could do that too.

From a martial perspective (I do fence: foil, saber, and some long sword) you definitely want to take a step into your attack, adds a lot of power and usually you need it to actually get in range and hit the opponent. Not so sure if that second applies to M&B.

The attacks do need more weight. To do this you could make the animation make the sword drag behind from the wrist (what I mean is: the arm starts moving and the wrist bends back a little as the sword slowly accelerates, and then bends forward as the sword keeps on going after the arm has stopped. Something people who haven't held a sword always make a mistake of is assuming that a one-handed weapon is light and easy to wield. This is NOT true, all swords are really quite heavy, especially at the time, and can get very tiring (course getting more tiring as you keep using them). The only weapon this is not true is something like a knife. Which leads me to your wrist movements: they are fancy but look 1. Unrealistic 2. Too fast and 3. VERY painful...you need to find something to do about this.

A step is definitely optimal from a martial perspective, but it's a pain in the ass to animate and it looks odd when repeated.

I'm not sure about heavy, but I certainly agree that one handed swords are definitely more tiring to wield than longswords. ares007 has had similar experiences when dabbling in I:33. :lol:

The wrist movements don't look painful to me. It looks like a simple mulinelli/moulinet/arglebargle. Repeated use of that motion IRL might lead to carpal tunnel syndrome, but it certainly gives the animations a more flowing and natural look.

 
First Release - One-handed Weapons

I've updated the title post, and released the first proper version of the mod, which contains new attacks and blocks for one-handed weapons (including the fixed overhead).


First Release Trailer
(Produced by my brother, Jabarkis.)


First Release Download
 
Outlawed 说:
I must say Papa your progress in this is outstanding.
Keep up the good work buddy!
Cheers!

Munchkin9 说:
And that's about it. I like it when my feedback gets responded to, makes me feel like the developer is paying attention to the fans; so kudos to you.
I'm glad! It's really helpful for me actually - even just having to explain my reasoning helps the thought-processes a lot.

Night Ninja 说:
The polearm animation looks smooth, though I notice that the hips are totally uncommitted. As others have said, that's not a very good thing. :razz:

This video might be useful in illustrating the hip movement : http://www.youtube.com/watch?v=_PyvdjDGKWU

Personally, I cheat a bit because I haven't nailed the hip movement down. I find that it helps to present your body square on to your target with the rear heel raised, then to drop the rear heel as you cut. This is a relatively simple movement that induces the proper hip motion.
Yeah, I think I'm doing this reasonably well in-person, but it doesn't translate into the editor. I'll make sure to pay attention to these specific points when I'm animating it, and hopefully the future animations will be better in that regard. I'll probably just go psycho on the hip rotation and see what I get next time.

Another problem is that it looks as though the avatar is wielding a willow switch instead of a bardiche. There isn't a feeling of mass to the weapon, and this is probably a bit more important for polearms than it is for swords.
Yes, I agree. I'm worried that this might be because of the speed of the movement, which I'd rather not change if I can avoid it. Basically I'm spooked by the idea of changing important numbers, like attack speeds, in case it screws up the combat completely. Also I want people to feel like it's just an add-on for the animations, and doesn't fiddle with other stuff. Definitely something to keep in mind though. I'll probably experiment with it myself and see what I think. Luckily it's a piece of cake to change the speeds.

dark207 说:
Excellent work, you will be allowing other modders to use this, yes?
Yus.
 
Preliminary feedback from twenty minutes on the AI practice field.

The overhead thrust doesn't seem to work. From the defender's perspective, it looks fairly weak. A thrust from the centre might work better.

All the attacks from the right side are bloody difficult to differentiate. It's a good thing from a martial perspective, though it's a pain in the ass to get used to. The right diagonal cut in particular is very hard to read at the start of the animation. Not sure if this is just due to lack of practice. :razz:
 
I actually like the thrust quite a bit. The arm is just a little bit awkward from the defender's perspective, but I think it works quite well functionally and aesthetically from the attacker's perspective.
I agree that the right cut is a bit confusing to block against, but I think that like with any set of animation changes, it takes a bit of practice to get used to it.
 
Glad to hear it's getting played!

Useful to hear about the readability too - I did think it might be an issue. Back during the Warband beta, when I did my ready positions, I found that it was hard to distinguish between the overhead attack and the attack from the right. I actually think the current ones are alright though - I've certainly gotten used to them, as has my brother who hardly plays the game (he's my opponent in the trailer, and the fights were pretty much unscripted). I think if you give them a bit longer, you'll find they're alright. I'll keep an eye on this though - if it stays hard to read, I'll make some changes.

I agree about the thrust from the defender's perspective too.
 
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