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

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Could you please include the module system files in the archive or as a seperate download?
Surely you must be getting tired of being asked for them time and again - alas, I have to do so.

Addendum:
There are a couple of scene objects, language files and a single texture file in this module, which are not mentioned in the description. What are they for?
 
This mod seems to make archery way weaker, Bows now have less than half their speed and got no higher damage to compensate for that.
 
LordZsar1 said:
Could you please include the module system files in the archive or as a separate download?
Surely you must be getting tired of being asked for them time and again - alas, I have to do so.

Addendum:
There are a couple of scene objects, language files and a single texture file in this module, which are not mentioned in the description. What are they for?
Yeah, good point. I haven't uploaded the module system files because I don't actually have the right version of them anymore. My computer was at a river-side repair shop, and the river flooded  :razz:

But yeah, I'll at least upload the relevant bits of the file, which I do have. Thanks for reminding me to do this.

The scene objects etc. are super-secret assets that were used in the making of the trailers.

Lorddarryl said:
This mod seems to make archery way weaker, Bows now have less than half their speed and got no higher damage to compensate for that.
Yeah, I made them as fast as I thought was reasonable, given the animation. The shooting rate is inhumanly high in Natve. I could up the damage, but I didn't want to fiddle with the balance any more than I already had.

Lambique said:
Great mod, but these animations are bad for axes and maces...
Yep - I wanted to preserve the attack rates as much as possible. The only way I could think of to do that and still allow every sequence of attack directions to be equally fast (as required by Warband) was to use a circular recovery movement. The result being that the animations are "realistic" (in that the entire movement is humanly possible), but the attacks don't look very committed.
 
Okay, on LordZsar's suggestion, I'm posting the code from module_animations.py. Feel free to use it. I'll link to this post in the first post.


Module system code from the CAE module_animations.py

Please note, if you are going to use this code for your mod, that you may want to reduce the speed of all the bows by half (in the item kinds file), in order to make the archery animations play at the right speed.

One-handed Weapons
["defend_forward_onehanded", 0, amf_play|amf_restart|amf_priority_defend|amf_use_defend_speed|amf_use_inertia|amf_keep|amf_rider_rot_defend|amf_client_owner_prediction,
##  [defend_duration, "defend_onehanded", 8, 15, blend_in_defense],
  [defend_duration, "1h_lowblock_11.9.10", 0, 0, blend_in_defense],
#  [defend_duration, "parry_attack_thrust_onehanded", 20, 32, arf_blend_in_1],
],
["defend_forward_onehanded_keep", 0, amf_priority_defend|amf_use_defend_speed|amf_keep|amf_rider_rot_defend|amf_client_owner_prediction,
#  [2.0, "anim_human", defend+1020, defend+1020, arf_blend_in_3|arf_cyclic],
  [5.0, "1h_lowblock_11.9.10", 0, 0, arf_blend_in_3|arf_cyclic],
],
["defend_forward_onehanded_parry_1", 0, amf_priority_defend_parry|amf_play|amf_restart|amf_rider_rot_defend,
#  [0.3, "anim_human", defend+1021, defend+1030, arf_blend_in_1],
  [defend_parry_duration_1, "1h_lowblock_11.9.10", 0, 0, arf_blend_in_1],
##  [defend_parry_duration_1, "defend_forward_onehanded_parry", 11, 18, arf_blend_in_1],
],
["defend_forward_onehanded_parry_2", 0, amf_priority_defend_parry|amf_play|amf_restart|amf_rider_rot_defend,
#  [0.3, "anim_human", defend+1021, defend+1030, arf_blend_in_1],
  [defend_parry_duration_2, "1h_lowblock_11.9.10", 0, 0, arf_blend_in_1],
##  [defend_parry_duration_2, "defend_forward_onehanded_parry", 53, 67, arf_blend_in_1],
],
["defend_forward_onehanded_parry_3", 0, amf_priority_defend_parry|amf_play|amf_restart|amf_rider_rot_defend,
#  [0.3, "anim_human", defend+1021, defend+1030, arf_blend_in_1],
  [defend_parry_duration_3, "1h_lowblock_11.9.10", 0, 0, arf_blend_in_1],
##  [defend_parry_duration_3, "defend_forward_onehanded_parry", 91, 110, arf_blend_in_1],
],
["defend_up_onehanded", 0, amf_play|amf_restart|amf_priority_defend|amf_use_defend_speed|amf_use_inertia|amf_keep|amf_rider_rot_defend|amf_client_owner_prediction,
##  [defend_duration, "anim_human", defend+1110, defend+1120, blend_in_defense],
  [defend_duration, "1h_highblock_11.9.10", 0, 0, blend_in_defense],
#  [defend_duration, "parry_attack_overswing_onehanded", 7, 19, blend_in_release],
],
["defend_up_onehanded_keep", 0, amf_priority_defend|amf_use_defend_speed|amf_keep|amf_rider_rot_defend|amf_client_owner_prediction,
##  [defend_keep_duration, "anim_human", defend+1120, defend+1120, arf_blend_in_3|arf_cyclic],
  [2.8, "1h_highblock_11.9.10", 0, 0, arf_blend_in_3|arf_cyclic],
],
["defend_up_onehanded_parry_1", 0, amf_priority_defend_parry|amf_play|amf_restart|amf_rider_rot_defend,
  [defend_parry_duration_1, "1h_highblock_11.9.10", 0, 0, arf_blend_in_1],
##  [defend_parry_duration_1, "defend_up_onehanded_parry", 13, 19, arf_blend_in_1],
],
["defend_up_onehanded_parry_2", 0, amf_priority_defend_parry|amf_play|amf_restart|amf_rider_rot_defend,
  [defend_parry_duration_2, "1h_highblock_11.9.10", 0, 0, arf_blend_in_1],
##  [defend_parry_duration_2, "defend_up_onehanded_parry", 46, 52, arf_blend_in_1],
],
["defend_up_onehanded_parry_3", 0, amf_priority_defend_parry|amf_play|amf_restart|amf_rider_rot_defend,
  [defend_parry_duration_3, "1h_highblock_11.9.10", 0, 0, arf_blend_in_1],
##  [defend_parry_duration_3, "defend_up_onehanded_parry", 86, 109, arf_blend_in_1],
],
["defend_right_onehanded", 0, amf_play|amf_restart|amf_priority_defend|amf_use_defend_speed|amf_use_inertia|amf_keep|amf_rider_rot_defend|amf_client_owner_prediction,
##  [defend_duration, "anim_human", defend+1210, defend+1220, blend_in_defense],
  [defend_duration, "1h_rightblock_11.9.10", 0, 0, blend_in_defense],
#  [defend_duration, "parry_attack_slashright_onehanded", 9, 22, arf_blend_in_1],
],
["defend_right_onehanded_keep", 0, amf_priority_defend|amf_use_defend_speed|amf_keep|amf_rider_rot_defend|amf_client_owner_prediction,
##  [defend_keep_duration, "anim_human", defend+1220, defend+1220, arf_blend_in_5|arf_cyclic],
  [2.5, "1h_rightblock_11.9.10", 0, 0, arf_blend_in_5|arf_cyclic],
],
["defend_right_onehanded_parry_1", 0, amf_priority_defend_parry|amf_play|amf_restart|amf_rider_rot_defend,
  [defend_parry_duration_1, "1h_rightblock_11.9.10", 0, 0, arf_blend_in_1],
##  [defend_parry_duration_1, "defend_right_onehanded_parry", 4, 10, arf_blend_in_1],
],
["defend_right_onehanded_parry_2", 0, amf_priority_defend_parry|amf_play|amf_restart|amf_rider_rot_defend,
  [defend_parry_duration_2, "1h_rightblock_11.9.10", 0, 0, arf_blend_in_1],
##  [defend_parry_duration_2, "defend_right_onehanded_parry", 38, 47, arf_blend_in_1],
],
["defend_right_onehanded_parry_3", 0, amf_priority_defend_parry|amf_play|amf_restart|amf_rider_rot_defend,
  [defend_parry_duration_3, "1h_rightblock_11.9.10", 0, 0, arf_blend_in_1],
##  [defend_parry_duration_3, "defend_right_onehanded_parry", 80, 96, arf_blend_in_1],
],
["defend_left_onehanded", 0, amf_play|amf_restart|amf_priority_defend|amf_use_defend_speed|amf_use_inertia|amf_keep|amf_rider_rot_defend|amf_client_owner_prediction,
##  [defend_duration, "anim_human", defend+1310, defend+1320, blend_in_defense],
  [defend_duration, "1h_leftblock_11.9.10", 0, 0, blend_in_defense],
#  [defend_duration, "parry_attack_slashleft_onehanded", 11, 24, blend_in_ready],
],
["defend_left_onehanded_keep", 0, amf_priority_defend|amf_use_defend_speed|amf_keep|amf_rider_rot_defend|amf_client_owner_prediction,
##  [defend_keep_duration, "anim_human", defend+1320, defend+1320, arf_blend_in_3|arf_cyclic],
  [2.2, "1h_leftblock_11.9.10", 0, 0, arf_blend_in_3|arf_cyclic],
],
["defend_left_onehanded_parry_1", 0, amf_priority_defend_parry|amf_play|amf_restart|amf_rider_rot_defend,
  [defend_parry_duration_1, "1h_leftblock_11.9.10", 0, 0, arf_blend_in_1],
##  [defend_parry_duration_1, "defend_left_onehanded_parry", 4, 13, arf_blend_in_1],
],
["defend_left_onehanded_parry_2", 0, amf_priority_defend_parry|amf_play|amf_restart|amf_rider_rot_defend,
  [defend_parry_duration_2, "1h_leftblock_11.9.10", 0, 0, arf_blend_in_1],
##  [defend_parry_duration_2, "defend_left_onehanded_parry", 30, 40, arf_blend_in_1],
],
["defend_left_onehanded_parry_3", 0, amf_priority_defend_parry|amf_play|amf_restart|amf_rider_rot_defend,
  [defend_parry_duration_3, "1h_leftblock_11.9.10", 0, 0, arf_blend_in_1],
##  [defend_parry_duration_3, "defend_left_onehanded_parry", 58, 90, arf_blend_in_1],
],

["ready_overswing_onehanded", acf_overswing|acf_enforce_rightside, amf_priority_attack|amf_use_weapon_speed|amf_use_inertia|amf_keep|amf_client_owner_prediction|amf_rider_rot_overswing,
##  [ready_durn, "anim_human", combat+9300, combat+9305, blend_in_ready],
##  [ready_durn, "attacks_single_overswing", 2, 16, blend_in_ready],
  [ready_durn, "1h_overswing_28.9.10", 0, 5, blend_in_ready],
],
["release_overswing_onehanded", acf_overswing|acf_enforce_rightside, amf_priority_attack|amf_use_weapon_speed|amf_play|amf_rider_rot_overswing|amf_continue_to_next,
##  [0.6, "anim_human", combat+9305, combat+9342, blend_in_release],
##  [0.6, "attacks_single_overswing", 16, 35, blend_in_release],
  [0.6, "1h_overswing_28.9.10", 5, 28, blend_in_release],
],
["release_overswing_onehanded_continue", 0, amf_priority_continue|amf_use_weapon_speed|amf_play|amf_rider_rot_overswing|amf_client_owner_prediction,
  [0.15, "1h_overswing_28.9.10", 28, 38, blend_in_continue],
],

["ready_slashleft_onehanded", acf_left_cut|acf_rot_vertical_sword|acf_anim_length(100), amf_priority_attack|amf_use_weapon_speed|amf_use_inertia|amf_keep|amf_client_owner_prediction,
##  [ready_durn, "anim_human", combat+9100, combat+9110, blend_in_ready],
##  [ready_durn, "attacks_single_lefttoright", 9, 19, blend_in_ready],
##  [ready_durn, "attacks_single_lefttoright", 12, 21, blend_in_ready],
  [ready_durn, "1h_slashleft_13.9.10", 0, 5, blend_in_ready],
],
["release_slashleft_onehanded", acf_left_cut|acf_rot_vertical_sword|acf_anim_length(100), amf_priority_attack|amf_use_weapon_speed|amf_play|amf_continue_to_next,
##  [0.6, "anim_human", combat+9110, combat+9140, blend_in_release],
##  [0.61, "attacks_single_lefttoright", 19, 43, blend_in_release],
##  [0.61, "attacks_single_lefttoright", 21, 40, blend_in_release],
  [0.61, "1h_slashleft_13.9.10", 5, 29, blend_in_release],
],
["release_slashleft_onehanded_continue", 0, amf_priority_continue|amf_use_weapon_speed|amf_play|amf_client_owner_prediction,
##  [0.4, "attacks_single_lefttoright", 43, 56, blend_in_continue],
##  [0.4, "attacks_single_lefttoright", 40, 50, blend_in_continue],
  [0.2, "1h_slashleft_13.9.10", 29, 34, blend_in_continue],
],

["ready_slashright_onehanded", acf_right_cut|acf_rot_vertical_sword|acf_anim_length(100), amf_priority_attack|amf_use_weapon_speed|amf_use_inertia|amf_keep|amf_client_owner_prediction,
####  [ready_durn, "anim_human", combat+8800, combat+8810, blend_in_ready],
##  [ready_durn, "attacks_single_righttoleft", 8, 16, blend_in_ready],
##  [ready_durn, "attacks_single_righttoleft", 5, 10, blend_in_ready],
  [ready_durn, "1h_slashright_13.9.10", 0, 5, blend_in_ready],
],
["release_slashright_onehanded", acf_right_cut|acf_rot_vertical_sword|acf_anim_length(100), amf_priority_attack|amf_use_weapon_speed|amf_play|amf_continue_to_next,
####  [0.6, "anim_human", combat+8810, combat+8840, blend_in_release],
##  [0.6, "attacks_single_righttoleft", 16, 37, blend_in_release],
##  [0.6, "attacks_single_righttoleft", 10, 26, blend_in_release],
  [.6, "1h_slashright_13.9.10", 5, 30, blend_in_release],
],
["release_slashright_onehanded_continue", 0, amf_priority_continue|amf_use_weapon_speed|amf_play|amf_client_owner_prediction,
##  [0.4, "attacks_single_righttoleft", 37, 49, blend_in_continue],
##  [0.4, "attacks_single_righttoleft", 26, 43, blend_in_continue],
  [0.2, "1h_slashright_13.9.10", 30, 35, blend_in_continue],
],

["ready_thrust_onehanded",  acf_thrust|acf_rot_vertical_sword|acf_anim_length(100)|acf_enforce_rightside, amf_priority_attack|amf_use_weapon_speed|amf_use_inertia|amf_keep|amf_client_owner_prediction|amf_rider_rot_thrust,
##  [ready_durn, "anim_human", combat+8500, combat+8510, blend_in_ready],
  [ready_durn, "1h_low_thrust_30.9.10", 0, 5, blend_in_ready],
  ],
["release_thrust_onehanded", acf_thrust|acf_rot_vertical_sword|acf_anim_length(100)|acf_enforce_rightside, amf_priority_attack|amf_use_weapon_speed|amf_play|amf_rider_rot_thrust|amf_continue_to_next,
##  [0.61, "anim_human", combat+8510, combat+8540, blend_in_release],
  [0.62, "1h_low_thrust_30.9.10", 5, 34, blend_in_release],
],
["release_thrust_onehanded_continue", 0, amf_priority_continue|amf_use_weapon_speed|amf_play|amf_rider_rot_thrust|amf_client_owner_prediction,
  [0.35, "1h_low_thrust_30.9.10", 34, 39, blend_in_continue],
],
["blocked_thrust_onehanded", acf_enforce_rightside, amf_priority_blocked|amf_use_weapon_speed|amf_play|amf_rider_rot_thrust,
  [attack_blocked_duration_thrust, "parry_single_lefttoright", 0, 75, blend_in_parry],
],
["parried_thrust_onehanded", acf_enforce_rightside, amf_priority_parried|amf_use_weapon_speed|amf_play|amf_rider_rot_thrust,
  [attack_parried_duration_thrust, "parry_single_lefttoright", 0, 75, blend_in_parry],
],

One-handed Spear
["ready_thrust_onehanded_lance",  acf_thrust|acf_rot_vertical_sword|acf_anim_length(100)|acf_enforce_rightside, amf_priority_attack|amf_use_weapon_speed|amf_use_inertia|amf_keep|amf_client_owner_prediction|amf_rider_rot_thrust,
##  [ready_durn, "anim_human", combat+9500, combat+9508, blend_in_ready],
  [ready_durn, "1h_low_thrust_30.9.10", 0, 5, blend_in_ready],
],
["release_thrust_onehanded_lance", acf_thrust|acf_rot_vertical_sword|acf_anim_length(100)|acf_enforce_rightside, amf_priority_attack|amf_use_weapon_speed|amf_play|amf_rider_rot_thrust|amf_continue_to_next,
##  [0.62, "anim_human", combat+9507, combat+9530, blend_in_release],
  [0.62, "1h_low_thrust_30.9.10", 5, 34, blend_in_release],
],
["release_thrust_onehanded_lance_continue", 0, amf_priority_continue|amf_use_weapon_speed|amf_play|amf_rider_rot_thrust|amf_client_owner_prediction,
##  [0.1, "anim_human", combat+9530, combat+9540, blend_in_continue],
  [0.3, "1h_low_thrust_30.9.10", 34, 39, blend_in_continue],
],

Polearms
["ready_overswing_staff", acf_thrust, amf_priority_attack|amf_use_weapon_speed|amf_use_inertia|amf_keep|amf_client_owner_prediction,
##  [ready_durn, "anim_human", combat+7100, combat+7110, blend_in_ready],
##  [ready_durn, "attacks_staff_uptodown", 9, 34, blend_in_ready],
  [ready_durn, "Polearm_overswing_15.10.10", 0, 5, blend_in_ready],
],
["release_overswing_staff", acf_thrust, amf_priority_attack|amf_use_weapon_speed|amf_play|amf_continue_to_next,
##  [0.6, "anim_human", combat+7110, combat+7140, arf_blend_in_0],
##  [0.6, "attacks_staff_uptodown", 34, 64, arf_blend_in_0],
  [0.6, "Polearm_overswing_15.10.10", 5, 27, blend_in_release],
],
["release_overswing_staff_continue", 0, amf_priority_continue|amf_use_weapon_speed|amf_play|amf_client_owner_prediction,
  [0.3, "Polearm_overswing_15.10.10", 27, 46, blend_in_continue],
],
["blocked_overswing_staff", 0, amf_priority_blocked|amf_use_weapon_speed|amf_play,
  [attack_blocked_duration, "anim_human", combat+7017, combat+7014, arf_blend_in_2],
],
["parried_overswing_staff", 0, amf_priority_parried|amf_use_weapon_speed|amf_play,
  [attack_parried_duration, "anim_human", combat+7017, combat+7014, arf_blend_in_2],
],

["ready_thrust_staff", acf_thrust|acf_rot_vertical_bow|acf_anim_length(100), amf_priority_attack|amf_use_weapon_speed|amf_use_inertia|amf_keep|amf_client_owner_prediction,
##  [ready_durn, "anim_human", combat+7300, combat+7310, blend_in_ready],
#  [ready_durn, "thrust_staff", 70, 93, blend_in_ready],
  [ready_durn, "Polearm_thrust_3.10.10", 0, 5, blend_in_ready],
],
["release_thrust_staff", acf_thrust|acf_rot_vertical_bow|acf_anim_length(100), amf_priority_attack|amf_use_weapon_speed|amf_play,
#  [0.62, "anim_human", combat+7310, combat+7335, blend_in_release],
##  [0.62, "anim_human", combat+7307, combat+7333, blend_in_release],
#  [0.6, "thrust_staff", 93, 125, arf_blend_in_2],
  [0.6, "Polearm_thrust_3.10.10", 5, 32, blend_in_release],
],
["release_thrust_staff_continue", acf_thrust|acf_rot_vertical_bow|acf_anim_length(100), amf_priority_attack|amf_use_weapon_speed|amf_play|amf_client_owner_prediction,
##  [0.6, "anim_human", combat+7334, combat+7340, blend_in_release],
  [0.2, "Polearm_thrust_3.10.10", 32, 40, blend_in_release],
],
["blocked_thrust_staff", acf_rot_vertical_bow|acf_anim_length(100), amf_priority_blocked|amf_use_weapon_speed|amf_play,
  [attack_blocked_duration_thrust, "anim_human", combat+7316, combat+7313, arf_blend_in_2],
#  [attack_blocked_duration, "thrust_staff", 102, 97, arf_blend_in_2],
],
["parried_thrust_staff", acf_rot_vertical_bow|acf_anim_length(100), amf_priority_parried|amf_use_weapon_speed|amf_play,
  [attack_parried_duration_thrust, "anim_human", combat+7316, combat+7313, arf_blend_in_2],
#  [attack_parried_duration, "thrust_staff", 102, 97, arf_blend_in_2],
],

["ready_slashright_staff",acf_rot_vertical_bow|acf_anim_length(100), amf_priority_attack|amf_use_weapon_speed|amf_use_inertia|amf_keep|amf_client_owner_prediction,
##  [ready_durn, "anim_human", combat+7900, combat+7910, blend_in_ready],
##  [ready_durn, "attacks_staff_righttoleft", 3, 18, blend_in_ready],
  [ready_durn, "Polearm_slashright_ready_27.9.10", 0, 5, blend_in_ready],
],
["release_slashright_staff",acf_rot_vertical_bow|acf_anim_length(100), amf_priority_attack|amf_use_weapon_speed|amf_play|amf_continue_to_next,
##  [0.6, "anim_human", combat+7910, combat+7940, arf_blend_in_0],
##  [0.6, "attacks_staff_righttoleft", 18, 48, arf_blend_in_0],
  [.75, "Polearm_slashright_release_27.9.10", 0, 27, blend_in_release],
],
["release_slashright_staff_continue", 0, amf_priority_continue|amf_use_weapon_speed|amf_play|amf_client_owner_prediction,
  [0.15, "Polearm_slashright_cont_27.9.10", 0, 5, blend_in_continue], 
],

["ready_slashleft_staff",acf_rot_vertical_bow|acf_anim_length(100), amf_priority_attack|amf_use_weapon_speed|amf_use_inertia|amf_keep|amf_client_owner_prediction,
##  [ready_durn, "anim_human", combat+7600, combat+7610, blend_in_ready],
##  [ready_durn, "attacks_staff_lefttoright", 6, 20, blend_in_ready],
  [ready_durn, "Polearm_slashleft_19.10.10", 0, 5, blend_in_ready],
],
["release_slashleft_staff",acf_rot_vertical_bow|acf_anim_length(100), amf_priority_attack|amf_use_weapon_speed|amf_play|amf_continue_to_next,
##  [0.6, "anim_human", combat+7610, combat+7640, arf_blend_in_0],
##  [0.6, "attacks_staff_lefttoright", 20, 48, arf_blend_in_0],
  [.75, "Polearm_slashleft_19.10.10", 5, 35, blend_in_release],
],
["release_slashleft_staff_continue", 0, amf_priority_continue|amf_use_weapon_speed|amf_play|amf_client_owner_prediction,
  [.1, "Polearm_slashleft_19.10.10", 35, 58, blend_in_continue],
],
["blocked_slashleft_staff",acf_rot_vertical_bow|acf_anim_length(100), amf_priority_blocked|amf_use_weapon_speed|amf_play,
  [attack_blocked_duration, "anim_human", combat+7615, combat+7613, arf_blend_in_2],
],
["parried_slashleft_staff",acf_rot_vertical_bow|acf_anim_length(100), amf_priority_parried|amf_use_weapon_speed|amf_play,
  [attack_parried_duration, "anim_human", combat+7615, combat+7613, arf_blend_in_2],
],[/quote]

["ready_slashright_staff",acf_rot_vertical_bow|acf_anim_length(100), amf_priority_attack|amf_use_weapon_speed|amf_use_inertia|amf_keep|amf_client_owner_prediction,
##  [ready_durn, "anim_human", combat+7900, combat+7910, blend_in_ready],
##  [ready_durn, "attacks_staff_righttoleft", 3, 18, blend_in_ready],
  [ready_durn, "Polearm_slashright_ready_27.9.10", 0, 5, blend_in_ready],
],
["release_slashright_staff",acf_rot_vertical_bow|acf_anim_length(100), amf_priority_attack|amf_use_weapon_speed|amf_play|amf_continue_to_next,
##  [0.6, "anim_human", combat+7910, combat+7940, arf_blend_in_0],
##  [0.6, "attacks_staff_righttoleft", 18, 48, arf_blend_in_0],
  [.75, "Polearm_slashright_release_27.9.10", 0, 27, blend_in_release],
],
["release_slashright_staff_continue", 0, amf_priority_continue|amf_use_weapon_speed|amf_play|amf_client_owner_prediction,
  [0.15, "Polearm_slashright_cont_27.9.10", 0, 5, blend_in_continue], 
],
["blocked_slashright_staff",acf_rot_vertical_bow|acf_anim_length(100), amf_priority_blocked|amf_use_weapon_speed|amf_play,
  [attack_blocked_duration, "anim_human", combat+7915, combat+7913, arf_blend_in_2],
],
["parried_slashright_staff",acf_rot_vertical_bow|acf_anim_length(100), amf_priority_parried|amf_use_weapon_speed|amf_play,
  [attack_parried_duration, "anim_human", combat+7915, combat+7913, arf_blend_in_2],
],

["defend_forward_staff", 0, amf_play|amf_restart|amf_priority_defend|amf_use_defend_speed|amf_use_inertia|amf_keep|amf_rider_rot_defend|amf_client_owner_prediction,
#  [pole_defend_duration, "anim_human", defend+2010, defend+2020, blend_in_defense],
  [defend_duration, "Polearm_lowblock_keep_27.9.10", 0, 5, blend_in_defense],
],
["defend_forward_staff_keep", 0, amf_priority_defend|amf_use_defend_speed|amf_keep|amf_rider_rot_defend|amf_client_owner_prediction,
#  [2.0, "anim_human", defend+2020, defend+2020, arf_blend_in_3|arf_cyclic],
#  [4.0, "defend_staff", 0, 45, arf_blend_in_3|arf_cyclic],
  [defend_keep_duration, "Polearm_lowblock_keep_27.9.10", 0, 5, arf_blend_in_3|arf_cyclic],
],
["defend_forward_staff_parry_1", 0, amf_priority_defend_parry|amf_play|amf_restart|amf_rider_rot_defend,
#  [0.3, "anim_human", defend+2021, defend+2030, arf_blend_in_1],
  [0.2, "Polearm_lowblock_beat_27.9.10", 0, 5, arf_blend_in_1],
],
["defend_forward_staff_parry_2", 0, amf_priority_defend_parry|amf_play|amf_restart|amf_rider_rot_defend,
#  [0.3, "anim_human", defend+2021, defend+2030, arf_blend_in_1],
  [0.2, "Polearm_lowblock_beat_27.9.10", 0, 5, arf_blend_in_1],
],
["defend_forward_staff_parry_3", 0, amf_priority_defend_parry|amf_play|amf_restart|amf_rider_rot_defend,
#  [0.3, "anim_human", defend+2021, defend+2030, arf_blend_in_1],
  [0.2, "Polearm_lowblock_beat_27.9.10", 0, 5, arf_blend_in_1],
],
["defend_up_staff", 0, amf_play|amf_restart|amf_priority_defend|amf_use_defend_speed|amf_use_inertia|amf_keep|amf_rider_rot_defend|amf_client_owner_prediction,
  [defend_duration, "Polearm_highblock_27.9.10", 0, 5, blend_in_defense],
],
["defend_up_staff_keep", 0, amf_priority_defend|amf_use_defend_speed|amf_keep|amf_rider_rot_defend|amf_client_owner_prediction,
  [defend_keep_duration, "Polearm_highblock_27.9.10", 0, 5, arf_blend_in_3|arf_cyclic],
],
["defend_up_staff_parry_1", 0, amf_priority_defend_parry|amf_play|amf_restart|amf_rider_rot_defend,
  [defend_parry_duration_1, "Polearm_highblock_27.9.10", 0, 5, arf_blend_in_1],
],
["defend_up_staff_parry_2", 0, amf_priority_defend_parry|amf_play|amf_restart|amf_rider_rot_defend,
  [defend_parry_duration_2, "Polearm_highblock_27.9.10", 0, 5, arf_blend_in_1],
],
["defend_up_staff_parry_3", 0, amf_priority_defend_parry|amf_play|amf_restart|amf_rider_rot_defend,
  [defend_parry_duration_3, "Polearm_highblock_27.9.10", 0, 5, arf_blend_in_1],
],
["defend_right_staff", 0, amf_play|amf_restart|amf_priority_defend|amf_use_defend_speed|amf_use_inertia|amf_keep|amf_rider_rot_defend|amf_client_owner_prediction,
  [defend_duration, "Polearm_blockright_27.9.10", 0, 5, blend_in_defense],
],
["defend_right_staff_keep", 0, amf_priority_defend|amf_use_defend_speed|amf_keep|amf_rider_rot_defend|amf_client_owner_prediction,
  [defend_keep_duration, "Polearm_blockright_27.9.10", 0, 5, arf_blend_in_3|arf_cyclic],
],
["defend_right_staff_parry_1", 0, amf_priority_defend_parry|amf_play|amf_restart|amf_rider_rot_defend,
  [defend_parry_duration_1, "Polearm_blockright_27.9.10", 0, 5, arf_blend_in_1],
],
["defend_right_staff_parry_2", 0, amf_priority_defend_parry|amf_play|amf_restart|amf_rider_rot_defend,
  [defend_parry_duration_2, "Polearm_blockright_27.9.10", 0, 5, arf_blend_in_1],
],
["defend_right_staff_parry_3", 0, amf_priority_defend_parry|amf_play|amf_restart|amf_rider_rot_defend,
  [defend_parry_duration_3, "Polearm_blockright_27.9.10", 0, 5, arf_blend_in_1],
],
["defend_left_staff", 0, amf_play|amf_restart|amf_priority_defend|amf_use_defend_speed|amf_use_inertia|amf_keep|amf_rider_rot_defend|amf_client_owner_prediction,
  [defend_duration, "Polearm_leftblock_27.9.10", 0, 5, blend_in_defense],
],
["defend_left_staff_keep", 0, amf_priority_defend|amf_use_defend_speed|amf_keep|amf_rider_rot_defend|amf_client_owner_prediction,
  [defend_keep_duration, "Polearm_leftblock_27.9.10", 0, 5, arf_blend_in_3|arf_cyclic],
],
["defend_left_staff_parry_1", 0, amf_priority_defend_parry|amf_play|amf_restart|amf_rider_rot_defend,
  [defend_parry_duration_1, "Polearm_leftblock_27.9.10", 0, 5, arf_blend_in_1],
],
["defend_left_staff_parry_2", 0, amf_priority_defend_parry|amf_play|amf_restart|amf_rider_rot_defend,
  [defend_parry_duration_2, "Polearm_leftblock_27.9.10", 0, 5, arf_blend_in_1],
],
["defend_left_staff_parry_3", 0, amf_priority_defend_parry|amf_play|amf_restart|amf_rider_rot_defend,
  [defend_parry_duration_3, "Polearm_leftblock_27.9.10", 0, 5, arf_blend_in_1],
],

Archery
["ready_bow", acf_rot_vertical_bow|acf_anim_length(100), amf_priority_attack|amf_use_weapon_speed|amf_keep|amf_client_owner_prediction|amf_rider_rot_bow,
  [1.5, "Archery_full_30.10.10", 16, 133, blend_in_ready|arf_make_custom_sound, pack2f(0.14, 0.44)],
],
["release_bow", acf_rot_vertical_bow|acf_anim_length(100), amf_priority_attack|amf_use_weapon_speed|amf_play|amf_client_owner_prediction|amf_rider_rot_bow,
  [.3, "Archery_full_30.10.10", 133, 174, arf_blend_in_2],
],

Two-handed Swords

["ready_slashright_twohanded", acf_right_cut|acf_rot_vertical_bow|acf_anim_length(100), amf_priority_attack|amf_use_weapon_speed|amf_use_inertia|amf_keep|amf_client_owner_prediction,
##  [ready_durn, "anim_human", combat+5700, combat+5710, blend_in_ready],
##  [ready_durn, "slashright_twohanded", 5, 20, blend_in_ready],
##  [ready_durn, "slashright_twohanded", 10, 16, blend_in_ready],
  [ready_durn, "2h_slashright_7.11.10b", 0, 5, blend_in_ready],
],
["release_slashright_twohanded", acf_right_cut|acf_rot_vertical_bow|acf_anim_length(100), amf_priority_attack|amf_use_weapon_speed|amf_play|amf_continue_to_next,
##  [0.62, "anim_human", combat+5710, combat+5740, blend_in_release],
##  [0.62, "slashright_twohanded", 20, 51, blend_in_release],
##  [0.62, "slashright_twohanded", 16, 40, blend_in_release],
  [0.61, "2h_slashright_7.11.10b", 5, 28, blend_in_release],
],
["release_slashright_twohanded_continue", 0, amf_priority_continue|amf_use_weapon_speed|amf_play|amf_client_owner_prediction,
##  [0.3, "slashright_twohanded", 45, 61, blend_in_continue],
  [0.3, "2h_slashright_7.11.10b", 28, 49, blend_in_continue],
],
["blocked_slashright_twohanded",acf_rot_vertical_bow|acf_anim_length(100), amf_priority_blocked|amf_use_weapon_speed|amf_play,
  [attack_blocked_duration, "anim_human", combat+5725, combat+5720, blend_in_parry],
],
["parried_slashright_twohanded",acf_rot_vertical_bow|acf_anim_length(100), amf_priority_parried|amf_use_weapon_speed|amf_play,
  [attack_parried_duration, "anim_human", combat+5725, combat+5720, blend_in_parry],
],

["ready_slashleft_twohanded", acf_right_cut|acf_rot_vertical_bow|acf_anim_length(100), amf_priority_attack|amf_use_weapon_speed|amf_use_inertia|amf_keep|amf_client_owner_prediction,
##  [ready_durn, "anim_human", combat+6400, combat+6410, blend_in_ready],
####  [ready_durn, "slashleft_twohanded", 7, 26, blend_in_ready],
##  [ready_durn, "slashleft_twohanded", 11, 20, blend_in_ready],
  [ready_durn, "2h_slashleft_9.11.10b", 0, 5, blend_in_ready],
],
["release_slashleft_twohanded", acf_right_cut|acf_rot_vertical_bow|acf_anim_length(100), amf_priority_attack|amf_use_weapon_speed|amf_play|amf_continue_to_next,
##  [0.62, "anim_human", combat+6410, combat+6436, blend_in_release],
####  [0.62, "slashleft_twohanded", 26, 53, blend_in_release],
##  [0.62, "slashleft_twohanded", 20, 45, blend_in_release],
  [0.65, "2h_slashleft_9.11.10b", 5, 32, blend_in_release],
],
["release_slashleft_twohanded_continue", 0, amf_priority_continue|amf_use_weapon_speed|amf_play|amf_client_owner_prediction,
  [0.3, "2h_slashleft_9.11.10b", 32, 49, blend_in_continue],
],
["blocked_slashleft_twohanded",acf_rot_vertical_bow|acf_anim_length(100), amf_priority_blocked|amf_use_weapon_speed|amf_play,
  [attack_blocked_duration, "anim_human", combat+6425, combat+6420, blend_in_parry],
],
["parried_slashleft_twohanded",acf_rot_vertical_bow|acf_anim_length(100), amf_priority_parried|amf_use_weapon_speed|amf_play,
  [attack_parried_duration, "anim_human", combat+6425, combat+6420, blend_in_parry],
],
["ready_thrust_twohanded", acf_thrust|acf_rot_vertical_bow|acf_anim_length(100), amf_priority_attack|amf_use_weapon_speed|amf_use_inertia|amf_keep|amf_client_owner_prediction,
  [ready_durn, "2h_sword_thrust_full_3.11.10", 0, 5, blend_in_ready],
],
["release_thrust_twohanded", acf_thrust|acf_rot_vertical_bow|acf_anim_length(100), amf_priority_attack|amf_use_weapon_speed|amf_play|amf_continue_to_next,
  [0.61, "2h_sword_thrust_full_3.11.10", 5, 29, blend_in_release],
],
["release_thrust_twohanded_continue", 0, amf_priority_continue|amf_use_weapon_speed|amf_play|amf_client_owner_prediction,
  [0.1, "2h_sword_thrust_full_3.11.10", 29, 43, blend_in_continue],
],
["blocked_thrust_twohanded", 0, amf_priority_blocked|amf_use_weapon_speed|amf_play,
  [attack_blocked_duration_thrust, "anim_human", combat+6015, combat+6016, blend_in_parry],
],
["parried_thrust_twohanded", 0, amf_priority_parried|amf_use_weapon_speed|amf_play,
  [attack_parried_duration_thrust, "anim_human", combat+6015, combat+6016, blend_in_parry],
],
["ready_overswing_twohanded", acf_thrust, amf_priority_attack|amf_use_weapon_speed|amf_use_inertia|amf_keep|amf_client_owner_prediction,
##  [ready_durn, "anim_human", combat+6200, combat+6210, blend_in_ready],
  [ready_durn, "2h_overswing_full_7.11.10", 0, 5, blend_in_ready],
],
["release_overswing_twohanded", acf_thrust, amf_priority_attack|amf_use_weapon_speed|amf_play|amf_continue_to_next,
##  [0.63, "anim_human", combat+6210, combat+6241, blend_in_release],
##  [0.63, "attacks_twohanded_overswing", 33, 60, blend_in_release],
  [0.61, "2h_overswing_full_7.11.10", 5, 28, blend_in_release],
],
["release_overswing_twohanded_continue", 0, amf_priority_continue|amf_use_weapon_speed|amf_play|amf_client_owner_prediction,
  [0.3, "2h_overswing_full_7.11.10", 28, 59, blend_in_continue],
],
["blocked_overswing_twohanded", 0, amf_priority_blocked|amf_use_weapon_speed|amf_play,
  [attack_blocked_duration, "anim_human", combat+6215, combat+6212, blend_in_parry],
],
["parried_overswing_twohanded", 0, amf_priority_parried|amf_use_weapon_speed|amf_play,
  [attack_parried_duration, "anim_human", combat+6215, combat+6212, blend_in_parry],
],
["defend_forward_greatsword", 0, amf_play|amf_restart|amf_priority_defend|amf_use_defend_speed|amf_use_inertia|amf_keep|amf_rider_rot_defend|amf_client_owner_prediction,
#  [defend_duration, "anim_human", defend+310, defend+320, blend_in_defense],
  [defend_duration, "2h_low_beat_12.11.10", 0, 5, blend_in_defense],
],
["defend_forward_greatsword_keep", 0, amf_priority_defend|amf_use_defend_speed|amf_keep|amf_rider_rot_defend|amf_client_owner_prediction,
#  [2.0, "anim_human", defend+320, defend+320, arf_blend_in_3|arf_cyclic],
  [defend_keep_duration, "2h_low_beat_12.11.10", 0, 5, arf_blend_in_3|arf_cyclic],
],
["defend_forward_greatsword_parry_1", 0, amf_priority_defend_parry|amf_play|amf_restart|amf_rider_rot_defend,
#  [0.3, "anim_human", defend+320, defend+330, arf_blend_in_1],
  [0.45, "2h_low_beat_12.11.10", 5, 13, arf_blend_in_1],
],
["defend_forward_greatsword_parry_2", 0, amf_priority_defend_parry|amf_play|amf_restart|amf_rider_rot_defend,
#  [0.3, "anim_human", defend+320, defend+330, arf_blend_in_1],
  [0.45, "2h_low_beat_12.11.10", 5, 13, arf_blend_in_1],
],
["defend_forward_greatsword_parry_3", 0, amf_priority_defend_parry|amf_play|amf_restart|amf_rider_rot_defend,
#  [0.3, "anim_human", defend+320, defend+330, arf_blend_in_1],
  [0.45, "2h_low_beat_12.11.10", 5, 13, arf_blend_in_1],
],
["defend_up_twohanded", 0, amf_play|amf_restart|amf_priority_defend|amf_use_defend_speed|amf_use_inertia|amf_keep|amf_rider_rot_defend|amf_client_owner_prediction,
  [defend_duration, "2h_highblock_26.9.10", 0, 5, blend_in_defense],
],
["defend_up_twohanded_keep", 0, amf_priority_defend|amf_use_defend_speed|amf_keep|amf_rider_rot_defend|amf_client_owner_prediction,
  [defend_keep_duration, "2h_highblock_26.9.10", 0, 5, arf_blend_in_3|arf_cyclic],
],
["defend_up_twohanded_parry_1", 0, amf_priority_defend_parry|amf_play|amf_restart|amf_rider_rot_defend,
  [defend_parry_duration_1, "2h_highblock_26.9.10", 0, 5, arf_blend_in_1],
],
["defend_up_twohanded_parry_2", 0, amf_priority_defend_parry|amf_play|amf_restart|amf_rider_rot_defend,
  [defend_parry_duration_2, "2h_highblock_26.9.10", 0, 5, arf_blend_in_1],
],
["defend_up_twohanded_parry_3", 0, amf_priority_defend_parry|amf_play|amf_restart|amf_rider_rot_defend,
  [defend_parry_duration_3, "2h_highblock_26.9.10", 0, 5, arf_blend_in_1],
],
["defend_right_twohanded", 0, amf_play|amf_restart|amf_priority_defend|amf_use_defend_speed|amf_use_inertia|amf_keep|amf_rider_rot_defend|amf_client_owner_prediction,
  [defend_duration, "2h_right_left_blocks_3.11.10", 0, 5, blend_in_defense],
],
["defend_right_twohanded_keep", 0, amf_priority_defend|amf_use_defend_speed|amf_keep|amf_rider_rot_defend|amf_client_owner_prediction,
  [defend_keep_duration, "2h_right_left_blocks_3.11.10", 0, 5, arf_blend_in_3|arf_cyclic],
],
["defend_right_twohanded_parry_1", 0, amf_priority_defend_parry|amf_play|amf_restart|amf_rider_rot_defend,
  [defend_parry_duration_1, "2h_right_left_blocks_3.11.10", 0, 5, arf_blend_in_1],
],
["defend_right_twohanded_parry_2", 0, amf_priority_defend_parry|amf_play|amf_restart|amf_rider_rot_defend,
  [defend_parry_duration_2, "2h_right_left_blocks_3.11.10", 0, 5, arf_blend_in_1],
],
["defend_right_twohanded_parry_3", 0, amf_priority_defend_parry|amf_play|amf_restart|amf_rider_rot_defend,
  [defend_parry_duration_3, "2h_right_left_blocks_3.11.10", 0, 5, arf_blend_in_1],
],
["defend_left_twohanded", 0, amf_play|amf_restart|amf_priority_defend|amf_use_defend_speed|amf_use_inertia|amf_keep|amf_rider_rot_defend|amf_client_owner_prediction,
  [defend_duration, "2h_right_left_blocks_3.11.10", 10, 15, blend_in_defense],
],
["defend_left_twohanded_keep", 0, amf_priority_defend|amf_use_defend_speed|amf_keep|amf_rider_rot_defend|amf_client_owner_prediction,
  [defend_keep_duration, "2h_right_left_blocks_3.11.10", 10, 15, arf_blend_in_3|arf_cyclic],
],
["defend_left_twohanded_parry_1", 0, amf_priority_defend_parry|amf_play|amf_restart|amf_rider_rot_defend,
  [defend_parry_duration_1, "2h_right_left_blocks_3.11.10", 10, 15, arf_blend_in_1],
],
["defend_left_twohanded_parry_2", 0, amf_priority_defend_parry|amf_play|amf_restart|amf_rider_rot_defend,
  [defend_parry_duration_2, "2h_right_left_blocks_3.11.10", 10, 15, arf_blend_in_1],
],
["defend_left_twohanded_parry_3", 0, amf_priority_defend_parry|amf_play|amf_restart|amf_rider_rot_defend,
  [defend_parry_duration_3, "2h_right_left_blocks_3.11.10", 10, 15, arf_blend_in_1],
],
 
Hello I'm posting here as the combined, I will use the animations in my mod that will launch next week, congratulations! very good job. :grin:
 
So this mod is essentially a 474 KB skeletons.brf file and a 67 KB actions.txt file. Any particular reason why I had to download 22.55 MB worth of Native files? That's 97.65% of junk traffic downloading this mod.
My suggestion is to put these two files out for download separately.

Thank you for your work though!
 
I think that most of animations look good, but the archey animation is not right you simply cant shoot with a bow like that. Back should be straight and the elbow should be in same line with arrow and believe me I know I'm archer.
But great job  :grin:
 
Ithil said:
I think that most of animations look good, but the archey animation is not right you simply cant shoot with a bow like that. Back should be straight and the elbow should be in same line with arrow and believe me I know I'm archer.
But great job  :grin:

Not to *****, but I doubt you've ever used a full 100 lb English longbow at full draw, going for maximum range. To get maximum range, you need to be aiming 135 degrees from the ground, or 45 degrees down from the verticle. To do that and still get that bastardly heavy draw weight to full draw, you need to sit into the shot. It's typical practice amongst re-enactment archery groups.
 
I respect your work and all, but the animations look unrealistic and kinda stiff.  I prefer the vanilla ones. It's integrated in Polished native mod, I'm wondering can I revert to vanilla ones by moving certain files to replace the ones in the polished native, if so, which ones?

I've just read something..

Remove or resize the Rhodok cleavers and hammers

Excuse me but...what the hell are you doing?
 
YourStepDad said:
I respect your work and all, but the animations look unrealistic and kinda stiff.  I prefer the vanilla ones. It's integrated in Polished native mod, I'm wondering can I revert to vanilla ones by moving certain files to replace the ones in the polished native, if so, which ones?

I've just read something..

Remove or resize the Rhodok cleavers and hammers

Excuse me but...what the hell are you doing?


This post is full of Fail, its more realistic than the vanilla ones, and your propably just too fixed to the old ones to deal with it, and also he just wrote 3-5 posts before youre one how to do it...
 
elorian said:
YourStepDad said:
I respect your work and all, but the animations look unrealistic and kinda stiff.  I prefer the vanilla ones. It's integrated in Polished native mod, I'm wondering can I revert to vanilla ones by moving certain files to replace the ones in the polished native, if so, which ones?

I've just read something..

Remove or resize the Rhodok cleavers and hammers

Excuse me but...what the hell are you doing?


This post is full of Fail, its more realistic than the vanilla ones, and your propably just too fixed to the old ones to deal with it, and also he just wrote 3-5 posts before youre one how to do it...

The animations don't look more realistic...yet.

Still, I'm okay with resizing the cleavers and all, but completely removing them? That's just wrong and IMO should be an optional part of the mod.

I did sound rude and I apologize, I just wanted to sound overdramatic :mrgreen:
 
Its still boring fighting many enemies because there is no action in the fights.
You should bring more different, brutal and fluent martial art moves. I think this is what this game really needs, cuz its a WAR game  :smile:
Your animations are quite good, but you forgot one important thing: legs
If i use a weapon, is use my legs too, not only my arms.
Example: slash and step forward(left leg), slash and step forward(right leg)
This would make fighting more realistic.

Some examples for moves:
-roundhouse slash
-rush attack (power slash if you run)
-impale the enemy

you could try to imitate some moves of this:
http://www.youtube.com/watch?v=ddh1gvuvyGQ

If you manage this, you did the best job of all modders here  :wink:
 
Swabian said:
Its still boring fighting many enemies because there is no action in the fights.
You should bring more different, brutal and fluent martial art moves. I think this is what this game really needs, cuz its a WAR game  :smile:
I was trying to keep the animations realistic as much as possible, to improve what's already in the game rather than change the style.

Your animations are quite good, but you forgot one important thing: legs
If i use a weapon, is use my legs too, not only my arms.
Example: slash and step forward(left leg), slash and step forward(right leg)
This would make fighting more realistic.
I agree, but the mechanics don't really allow for footwork to look good. In Warband, all of the animations blend to the same neutral position. So, if I animated a cut from the right with a step forward on the right leg, that animation would need to include a step back on the right leg so that the character ended up in the right position - it's not possible to make the character change to a right-leg forward stance and stay there at the end of an animation.

Also, movement and attacking in Warband are completely independent - I can move in any direction and attack in any direction at the same time, and the two do not effect each other at all. To make the footwork look good while keeping this independence would require very advanced animation systems that the game does not have (might be impossible even then). The alternative would be to make attacks determine movement (e.g., have a cut from the right force the character to step forward, taking movement control from the player for a short time), but I wouldn't know how to implement that.

Some examples for moves:
-roundhouse slash
-rush attack (power slash if you run)
-impale the enemy
Most of these would require mechanical changes. Animation is the only thing I know how to do, unfortunately.
 
Just had to pop in and say that these are absolutely gorgeous. I watched the trailers, and the difference it makes in the dynamism of the game play is astounding. I'm going to try patching them in with the Diplomacy mod and see if I can avoid screwing it up. :wink:

In regards to Archery, though -- do all bows use that same animation that has the archer leaning forward into the shot? For mounted archery it looks good, and with the smaller bows it seems alright (though I've never seen the technique used), but for the longer, heavier draw bows it seems excessive.

While there are some modern longbow users who significantly lean into the shot, it's generally only with the lighter draws. The technique used with heavier bows seems to be a straighter spine (though sometimes leaning forward slightly, rather than into the shot) -- keeps the core of the body braced and stronger.
 
Thanks!

Yeah, the archery animation is used for all the bows (mechanics limit you to one animation). I agree that the lean is a bit excessive. I used rotoscopy to make these animations and there was a bit of faking for the archery since the bow had a light draw-weight - that's why the lean is a bit excessive, the draw a bit short, etc..


Edit: The spellcheck doesn't recognise "rotoscopy" - for shame, spellcheck.
 
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