You are right that something should be done about the native stance, and what there is now, is not right. I often have a hard time even seeing if the enemy is blocking or not. So for now I'd like to have the native stance back, but it would be cool with a more authentic shieldstance in the future(?)Ambaryerno said:I'd love to see shields held the way the style of shields we have in game would ACTUALLY be held: by the center grip and extended out in front like a buckler (look at the shields and pretty much all of them have the center grip on the boss, some models don't even have straps).
Idibil said:This is other option. By example, if you want old shield animation, you have change this actions.txt lines by same native lines, and it work like native:
defend_shield_forward 0 1782620174 1
0.750000 defend_shield_forwardm 6 25 4 0 0.0 0.0 0.0 0.0
defend_shield_up 0 1782620174 1
0.750000 defend_shield_upm 1 27 4 0 0.0 0.0 0.0 0.0
defend_shield_right 0 1782620174 1
0.750000 defend_shield_rightm 5 26 4 0 0.0 0.0 0.0 0.0
defend_shield_left 0 1782620174 1
0.750000 defend_shield_leftm 5 26 4 0 0.0 0.0 0.0 0.0
defend_shield 0 1782620174 1
0.750000 defend_shield_upm 1 17 4 0 0.0 0.0 0.0 0.0
defend_shield_keep 1677725696 604024846 1
2.000000 defendgrip_front 48 50 268435461 0 0.0 0.0 0.0 0.0
defend_shield_parry_1 1677725696 167813135 1
0.600000 defendgrip_front 51 60 2 0 0.0 0.0 0.0 0.0
defend_shield_parry_2 1677725696 167813135 1
0.600000 defendgrip_front 51 60 2 0 0.0 0.0 0.0 0.0
defend_shield_parry_3 1677725696 167813135 1
0.800000 defendgrip_front 51 60 2 0 0.0 0.0 0.0 0.0
by:
defend_shield_forward 0 1782620174 1
0.750000 defend_shield_forward 6 25 4 0 0.0 0.0 0.0 0.0
defend_shield_up 0 1782620174 1
0.750000 defend_shield_up 1 27 4 0 0.0 0.0 0.0 0.0
defend_shield_right 0 1782620174 1
0.750000 defend_shield_right 5 26 4 0 0.0 0.0 0.0 0.0
defend_shield_left 0 1782620174 1
0.750000 defend_shield_left 5 26 4 0 0.0 0.0 0.0 0.0
defend_shield 0 1782620174 1
0.750000 defend_shield_up 1 17 4 0 0.0 0.0 0.0 0.0
defend_shield_keep 1677725696 604024846 1
2.000000 anim_human 35118 35120 268435461 0 0.0 0.0 0.0 0.0
defend_shield_parry_1 1677725696 167813135 1
0.600000 anim_human 35121 35130 2 0 0.0 0.0 0.0 0.0
defend_shield_parry_2 1677725696 167813135 1
0.600000 anim_human 35121 35130 2 0 0.0 0.0 0.0 0.0
defend_shield_parry_3 1677725696 167813135 1
0.800000 anim_human 35121 35130 2 0 0.0 0.0 0.0 0.0
By the way, do you have an animator in your team? Or maybe it would of interest in searching one for future plans.MrExpendable said:Lol, I made a thread about this already: http://forums.taleworlds.com/index.php/topic,220325.0.html
Yet you seem to be more succesful in drawing attention. I seem to have a knack for making unpopular topics.
Anyway, I've edited my Actions.txt of Brytenwalda to use the default Native shield animations for now.
As I said previously. I think that the Native onehanded sword stab animation has the shields' position just about right for defending. It could be used when the position for holding the sword is edited imho.
Edit: this is what I'm talking about.
You can see the shield is being held at a decent position, while the arm is still bend. Maybe the shield could be angled a bit more vertical, and the sword should not be held as if the character is about to attack. That's what I had in mind for a good shield animation.
I don't know if there is a animator in your team, Idibil. But maybe Lazarou could work on a proper shield animation as an OSP if he wishes.
Yes, that's true. But I mean that the stabbing animation makes the shield being held perfectly (imho). Maybe the animation code could be simply copied, edited to adjust how the sword is being held, and pasted on the current shield defend animations. It should be fairly simple. Then, when you hit the Right Mouse Button, you go into the modified animation.Idibil said:No, no animator actually.
We can do changes in animations over code, but we can not create new animations
Native onehanded swords animation is a animation for that hit and sword, dont apply to others.