Dev Blog 15/11/18

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[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_66_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>Animations are a big part of video games, apart from the obvious reason (a totally still game wouldn’t be much fun, would it?), because they actually have a deep impact on gameplay. If animating a movie is hard work, just imagine animating something that will change and evolve depending on players’ input! Animations give you the visual cues you need to react to what’s happening on screen, especially in combat, so they need to feel natural and realistic. But at the same time, as a player you want to retain control over what’s going on, so animations need to be short and always keep the ability to change on the fly. Then you’ve got all the technical challenges related to motion capture – and that’s not counting animating animals such as dogs or birds, where MoCap is out of the question. This week we talk with one of our character animators, Abdullah Nakipoglu, who will give us a sneak peek at the complex process of animating characters in Mount & Blade II: Bannerlord.</p</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/86
 
It'll probably be better once we are in first person in the middle of the action but that dehorsing animation looked... Just very sad. it's a great animation and would be great when getting hit with a couched lance... I'd love that. but the guy attacked with a sword slash. A slash he drew. The guy should barely flinch and drop of his horse. not get thrown of in this epic fashion. if this happened in real life the attacker would probably get his arm torn off from the recoil.
The individual animation is great but I really hope it's work in progress and we will see a separate, subdued and believable set of death animations for low-momentum kills which do not include people flying off horses but just slipping down them instead.
...
well, that or them falling off and then getting dragged by the stirrup while the horse runs away from the battlefield.
...
Also, I might sound as a guy who's always negative by now. My apologies for that. I am very much exited for the game but there are just a couple of glaring issues in my opinion.
 
NPC99 said:
Oswald III said:
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everything nice but this guy gets thrown off the horse 1 second after he gets hit

There is a tiny split second lag, which is only natural as the falling off horse animation only runs after being called by a trigger responding to the hit (i.e. afterwards) - this is not a cut scene. It's only obvious because of the viewing angle. I doubt we will notice this in the heat of battle when there's no time for idle spectating.
Bjorn The Baker said:
The respond time interval of the body by the sword hit is not significant to my eyes.

Great blog btw!
I think that the animation might need to be sped up a bit, but as said above, it's hard to tell due to the spectator viewpoint and the gif is already slowed down.
Anyway, there's nothing inherently wrong with the animation. Nothing a few tweaks can't fix.

SenorZorros said:
It'll probably be better once we are in first person in the middle of the action but that dehorsing animation looked... Just very sad. it's a great animation and would be great when getting hit with a couched lance... I'd love that. but the guy attacked with a sword slash. A slash he drew. The guy should barely flinch and drop of his horse. not get thrown of in this epic fashion. if this happened in real life the attacker would probably get his arm torn off from the recoil.
The individual animation is great but I really hope it's work in progress and we will see a separate, subdued and believable set of death animations for low-momentum kills which do not include people flying off horses but just slipping down them instead.
I somewhat agree. I don't think that you should be able to unhorse cavalry with smaller weapons like swords and scimitars.
I think this should be reserved for maces and polearms.
 
Great blog and great animations.  Regarding the unhorsing of the cavalry: its a great animation but is probably an overreaction to the sword cut unless of course he is throwing himself out of the way.
 
Oswald III said:
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everything nice but this guy gets thrown off the horse 1 second after he gets hit

I searched in the comments for this. That delay seems so annoying to me.
And also as some people mentioned above, a sword hit causing that animation is not realistic, in my opinion. But otherwise, animations are really cool.
 
Things to improve:
1) make the type of fall / flight animation related to the momentum that is transferred with the shot
possibly also the type of shot must be taken into consideration, because a lunge with a lance requires not only a different grip on the weapon that is different from that which is launched a horizontal slash with a sword, but a different resistance by the body of the attacker to the reaction suffered during the type of attack, lunge or horizontal blow.

as in the lunge with lance, presumably the lance will be very close to the body of the attacker and therefore the possible reaction suffered by the attacker (given by a torque reaction, let's call it) is less than that suffered if you inflict a horizontal blow, as probably the arm will not be close to the body, but stretched outwards during the blow, and during the momentum exchange, the moment of impulse will be immediately greater.

in short, more animations are needed (based on different amounts of energy at play) and studied for specific situations (sinking and slashing).

2) THE IMPACT OF HORSES.
Wow, really, still, can not I polish my eyes with a nice impact between two cavalryers who are smashing on each other?
I do not say I want a physics "of horses" at the level of read dead redemption 2, but at least the impact between horses must be there, because from a very strong immersion.
Also not necessarily a horse must stop only because he gets a lethal blow and dies or just because a pike stops him instantly, does not kill him, but the rider on his back does not fly from the saddle.
The horse should make a nice tumble, perhaps even above the man with the pike, and the rider should also fly from the horse.

Also some animation of "jump" to blow up the horse by passing small obstacles, without necessarily having to jump manually (which makes the horse jump huge jumps), would be a good thing, because with this additional option you could improve the charges against hips of other cavalries.
If one cavalry would carve another on its side, the impact would probably cause the first horses to fall, but the ones behind, with such an animation the most, would miss the first fallen.
which then go to crash on other horses is an obvious consequence.
 
darksoulshin said:
Things to improve:
1) make the type of fall / flight animation related to the momentum that is transferred with the shot
possibly also the type of shot must be taken into consideration, because a lunge with a lance requires not only a different grip on the weapon that is different from that which is launched a horizontal slash with a sword, but a different resistance by the body of the attacker to the reaction suffered during the type of attack, lunge or horizontal blow.

as in the lunge with lance, presumably the lance will be very close to the body of the attacker and therefore the possible reaction suffered by the attacker (given by a torque reaction, let's call it) is less than that suffered if you inflict a horizontal blow, as probably the arm will not be close to the body, but stretched outwards during the blow, and during the momentum exchange, the moment of impulse will be immediately greater.

in short, more animations are needed (based on different amounts of energy at play) and studied for specific situations (sinking and slashing).

2) THE IMPACT OF HORSES.
Wow, really, still, can not I polish my eyes with a nice impact between two cavalryers who are smashing on each other?
I do not say I want a physics "of horses" at the level of read dead redemption 2, but at least the impact between horses must be there, because from a very strong immersion.
Also not necessarily a horse must stop only because he gets a lethal blow and dies or just because a pike stops him instantly, does not kill him, but the rider on his back does not fly from the saddle.
The horse should make a nice tumble, perhaps even above the man with the pike, and the rider should also fly from the horse.

Also some animation of "jump" to blow up the horse by passing small obstacles, without necessarily having to jump manually (which makes the horse jump huge jumps), would be a good thing, because with this additional option you could improve the charges against hips of other cavalries.
If one cavalry would carve another on its side, the impact would probably cause the first horses to fall, but the ones behind, with such an animation the most, would miss the first fallen.
which then go to crash on other horses is an obvious consequence.

Totally agree. If 50% of these were implemented, I personally wouldn't mind it delay the game for 5 months more. Or, at least make them happen after release? 
 
Pretty good as far information goes, the animations look nice and it'll will be interesting to see how they look in-game.

Both the geese and the dog animation both seem pretty solid to me, the falling animation also looks good.



I don't know about other people but I'm curious about what type of cutscenes Bannerlord will feature. Will there be anything new? Or will there only be the wedding cutscene again (which I'm fine with to be honest)?
 
Referans said:
Can we have the dog as pet ?


That would be so cool.  Add eagles, falcons, etc.  to the list.  That would pave the way to modders doing dragons.  Might be like in Imperial Rome where there is the standard bearer and the trumpet person. 
 
Lord Engineer said:
I don't know about other people but I'm curious about what type of cutscenes Bannerlord will feature. Will there be anything new? Or will there only be the wedding cutscene again (which I'm fine with to be honest)?

I hope there is a cutscene for when we are crowned king or emperor  :grin:
 
yeah need more falling in different angle and position and less balooney bump, i feel pain when the spear hit him, it look like it hit right in his crotch  :dead:

will there be different breed of dog ?
if war dog implemented i hope there will be warboar and warcow too i heard it use as a stampede attack by burning their tail maybe as for one use in battle and losing food or cattle source in exchange and probably only move in one straight direction as hit or miss thing but if they die just think as our enemy help getting our food back...... or even cat fire like what genghis khan do in their siege as tactical option or for sabotage option but TW will probably get sued by peta thought hmm.....
 
Pardon me for mentioning it , at first and second glance a too spectacular jump off the horse after the cut from the sword. Sort of overdone in function of the sort of hit he suffered.

Reminds me of some extreme diving of some douchebag forwards. :oops:
 
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I will raise an army of those riders. The nations will fear from the Purples of Death.
 
DtheHun said:
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I will raise an army of those riders. The nations will fear from the Purples of Death.

By the way their shields are inspired from Moorish horseman as I see, this game will has very wide historic referances!
 
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