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Issues, Workarounds & Localization

 
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Broken/worse animations for the CQ Characters

First post
Author
Peyman Torabi
The Scope
Gallente Federation
#1 - 2011-11-29 22:10:15 UTC
Being an aspiring animator I couldn't help but to notice that the smooth animations of Incarna were replaced with worse animations from the test server once Crucible hit. While I personally like the new expansion a lot, the animations have gone worse.

For example, your character's legs have a tendency to jump around when you stop walking. Which seems to be an issue with animation blending or something. Because prior to Crucible the character would simply stop moving, compared to how it is now.

And another thing, but this might just me in my head. My male character appears to be walking a bit more feminine now. Shocked

While I am otherwise very impressed with the animator's work on the CQ Characters, these two issues could certainly be fixed and/or improved.
I am also very interested in seeing what the animation quality will be like in DUST-514 and future CCP titles.
CCP Bayesian
#2 - 2011-11-30 15:23:52 UTC
Peyman Torabi wrote:
Being an aspiring animator I couldn't help but to notice that the smooth animations of Incarna were replaced with worse animations from the test server once Crucible hit. While I personally like the new expansion a lot, the animations have gone worse.

For example, your character's legs have a tendency to jump around when you stop walking. Which seems to be an issue with animation blending or something. Because prior to Crucible the character would simply stop moving, compared to how it is now.

And another thing, but this might just me in my head. My male character appears to be walking a bit more feminine now. Shocked

While I am otherwise very impressed with the animator's work on the CQ Characters, these two issues could certainly be fixed and/or improved.
I am also very interested in seeing what the animation quality will be like in DUST-514 and future CCP titles.


In the original CQ the animation actual drove the locomotion of the character which made it very easy to maintain smooth transitions. In this new version this is not the case as our network locomotion model was introduced into the release and that inherently has to drive the locomotion of the character. I agree that there are a few rough edges there and hope we get some time to improve them.

EVE Software Engineer Team Space Glitter

Daedalus Arcova
The Scope
#3 - 2011-11-30 16:34:44 UTC
CCP Bayesian wrote:
In the original CQ the animation actual drove the locomotion of the character which made it very easy to maintain smooth transitions. In this new version this is not the case as our network locomotion model was introduced into the release and that inherently has to drive the locomotion of the character. I agree that there are a few rough edges there and hope we get some time to improve them.


Ooh, so does that mean we're one step (lol) closer to multiplayer WiS?
Peyman Torabi
The Scope
Gallente Federation
#4 - 2011-12-02 18:05:40 UTC
CCP Bayesian wrote:
Peyman Torabi wrote:
Being an aspiring animator I couldn't help but to notice that the smooth animations of Incarna were replaced with worse animations from the test server once Crucible hit. While I personally like the new expansion a lot, the animations have gone worse.

For example, your character's legs have a tendency to jump around when you stop walking. Which seems to be an issue with animation blending or something. Because prior to Crucible the character would simply stop moving, compared to how it is now.

And another thing, but this might just me in my head. My male character appears to be walking a bit more feminine now. Shocked

While I am otherwise very impressed with the animator's work on the CQ Characters, these two issues could certainly be fixed and/or improved.
I am also very interested in seeing what the animation quality will be like in DUST-514 and future CCP titles.


In the original CQ the animation actual drove the locomotion of the character which made it very easy to maintain smooth transitions. In this new version this is not the case as our network locomotion model was introduced into the release and that inherently has to drive the locomotion of the character. I agree that there are a few rough edges there and hope we get some time to improve them.


I see. Good to see that it is due to something logical and not just a broken version that made it into TQ. Interested to see what you guys will do with the network locomotion.
Especially multiplayer station enviroments.