Jump to content

Photo
- - - - -

Animations for Arma2.


  • Please log in to reply
16 replies to this topic
Thread Starter
stingfish74
stingfish74

    Staff Sergeant

  • Members
  • 301 posts

Posted 26 September 2008 - 16:44 #1

1. When using your 2nd weapon i.e. sidearm, sling the rifle in the front of the unit OR the back in a horizontal position, not vertical like it is today in OFP and Arma. Look at PC Ghost Recon 1, it’s seems more realistic.
2. When units are hit within the vicinity of an explosive device like grenade, have the impacted unit/s bounce up and out.
3. Change the walking crouched animation, in Arma it looks to unrealistic and uncomfortable. Make it more realistic, like the unit is stalking.

wipman
wipman

    Chief Warrant Officer

  • Members
  • 3157 posts

Posted 29 September 2008 - 14:34 #2

Hi, i think that the side weapon (pistol, SMG) standing anim should
be improved (made more realistic) when you aim or walk aiming,
with a pistol or a SMG you've your chest bended forward and not
straight as in the ArmA, and you've your pistol lined up with your
nose for CQB situations (for fire doing agrupations) also... you should
be able of put down your gun as you do with the main weapon (AR),
it may be... or hold it in front of you at the waist height aiming at
like 30º of your body... or hold it in the right hand at your side as
if there wasn't any danger and then hit again the key for enter in
the combat ready (standing up) stance which should be like the
weaver shooting possition but standing a bit higher, the crouch
aiming possition should be the weaver, and the prone possition is
fine as it's rightnow.
All this in the CQB/movement situations, in LR you tend to seat
yourself over your right feet's heel to keep a low profile (when
crouched) and then aim with your right eye, this also allows you
to exit from that possition faster to look for cover or take another
possition for whatever reason (cover, advance, retreat, etc..)
also the arms use to be very banked to keep the gun near to
your face when in CQB situations and make instictive fire/agrupations.
Let's C ya

Alex72
Alex72

    Moderator

  • 5101 posts

Posted 30 September 2008 - 18:57 #3

Wipman: Good ideas, but how do you lower the pistol when walking? I mean how with buttons. Wouldnt it be more button pressing hassle? I think its ok to hold it up, but as you said, with better looking posture. They look weird as it is now when walking/aiming with pistol. Its nice to hear we can switch pistol/rifle on the move now though.

Better pistol walk/aim posture please BIS. Posted Image
Posted Image

Vultar
Vultar

    Gunnery Sergeant

  • Members
  • 574 posts

Posted 03 October 2008 - 07:01 #4

BIS have to work seriously on animations, that's true.
I was thinking about more and more stances, like crouched at ease, prone at ease, pistol at ease, launcher at ease, laucher stand up, launcher prone, crouched run, etc etc... To be able to even make a SIMS mission SP and be happy because those soldiers can do everything the same, hah....
HAND SIGNALS!!!....
You also should be able to move with binoculars
There should be animation of putting NVGs on...
RELOADING
I think this is what everyone wants, to be able to reload while moving and to admire the reloading animations, instead of disappearing magazine.

Out of animations...
Bis should improve their driving style... I would like to see that I am driving a car not a toy and be able to drift with screching noise.

wipman
wipman

    Chief Warrant Officer

  • Members
  • 3157 posts

Posted 04 October 2008 - 18:26 #5

Hi, @Quote: "how do you lower the pistol when walking?". I do it
by pressing the key "R", in the keybinds you'll see the "raise weapon"
option, and i've maped it to be the "R" key for low/raise the weapon,
i was almost as surprised and dissapointed when i seen that i wasn't
unable of raise/put down the side weapon, as i was when i seen that
BIS didn't allowed us to remap/use the Right CTRL key, which was
very usefull back in the OFP because there was where i had the Run
key, now i don't even have that mapped to any key and also for
some reason... the "walk slow" key (Right Shift key) don't works
with the AI's on vehicles, so i just can go Forward or Fast, but i can't
order 'em to drive Slow. I'll like to recover the option of use the
Right CTRL key and map there whatever action that i may wish.
Let's C ya

11aTony
11aTony

    First Sergeant

  • Members
  • 857 posts

Posted 06 October 2008 - 10:11 #6

If you sling your primary weapon horizontaly, then how do you get through doors for instance? Yes it may be more realistic, but if you go CQB inside a building I think I wouldnt like to have long assault rifle horzontaly hanging over 10-20cm on both sides. Then I guess you'd have "C" for switch weapons and "2x C" for switch it HZ. It would be nice becouse then it is switched faster to sidearm in case you run out of ammo.
Launcher prone stance can be realistic if model is not prone as it is with assault rifle. He should be like L. Imagine longer side of L is model shorter side is RPG. Except that angle wouldnt be 90 but like 120/60. New US AT4 dont count.
If you want to drift you should have proper roads, and normal cars. Have you ever tryed to drift with 30 year old skoda in real life? Well it's nearly imposible becouse peace of shit has like 40-50HP. And its FWD. Plus there is a diference between power slide and drifting.
BIS should return the "Headshot" animation in ArmA2. Can you remember animation from OFP, when enemy was running towards you and you shot him in the head and he was like watching dude fall on ice. Legs in the air, over head... Posted Image .

wipman
wipman

    Chief Warrant Officer

  • Members
  • 3157 posts

Posted 08 October 2008 - 10:18 #7

Hi, we used to put our AR's at the back hanging from the slide at
like yeah, 65 dregrees or so; i never had any problem to enter by any door
or window with the cetme in that way. I didn't had any problem either
when i had it hanging in front of my vest, there are ways to put
the weapon very close to the chest using the sling to have it ready
to fire fast while you keep it in a low profile/very pasted way.
Let's C ya





Thread Starter
stingfish74
stingfish74

    Staff Sergeant

  • Members
  • 301 posts

Posted 15 October 2008 - 16:47 #8

standard issue m4 has a colapable 6 position stock. the standard AK74 used during the coldwar and today uses a side folding stock.

entering doors is a non issue for operators using these weaps...

as wip said....

ubernoob
ubernoob

    Corporal

  • Members
  • 95 posts

Posted 17 October 2008 - 05:18 #9

More "automatic" stances would be nice, like when AI is in cover and pinned the ai-dude should do blind fire and short bursts (in CQB)...just more movement like AI does in Brothers in Arms Hells Highway game.
Helmets should fly off when shot in the head, weapons should also fall off...that´s just for now.
Q6600@3.4Ghz, GTX280-OC, 4GB RAM, 24\"LCD.

CameronMcDonald
CameronMcDonald

    First Lieutenant

  • Members
  • 5965 posts

Posted 17 October 2008 - 05:24 #10

Don't agree about helmets, but weapon dropping... hmmm. It'd look nice, but would make searching for inventory quite difficult/time consuming, unless the system changes.

An idea would be to have the weapon dropped as per normal, i.e. as a separate model, but keep it "attached" inventory wise to the body. That way people don't have to grab the weapon THEN search the body for extra mags.

sk3pt
sk3pt

    Gunnery Sergeant

  • Members
  • 425 posts

Posted 26 October 2008 - 15:12 #11

- Smooth transition on the move WITHOUT HALT, from upright to crouch position, while walking. No sudden stop in movement.
When aiming you obviously should lose accuracy, but not drop out of aim mode. This would really make the game even better for me.

I REALLY hope they fix this, like they did with reload !

---------------------------------------------------------------------

- Double tap [W] in direction of obstacle to automatically climb over.

- Maybe some sort of "auto lower weapon" could work in situations when you "get stuck" in doors and such. The weapon should pop back up when there is enough space (these animations should be really fast).

- Run and sprint, should automatically cancel lean.

- Improve that static non-animation when you fall down from 1-2 m, and make it look like someone trying to regain balance.

- Separate suspension anim for all wheels on planes/helicopters.

- Head shaking in vehicles.

- Yeah, more stances (five ?) would be awesome (could be controlled by e.g. ALT+ scroll wheel).


Thx for a great game.





wipman
wipman

    Chief Warrant Officer

  • Members
  • 3157 posts

Posted 13 November 2008 - 09:39 #12

Hi, also transitions; rightnow in the ArmA, you can't run or sprint
if you're leanning to any side. Pointless. Also... have you noticed
how the AI's that sneak into a house to shot you by the back like
to a dog, enter and move, prone like vietcong rats?; will be much
better if we could walk standing or crawled, much more slower
without make as much noise as walking normaly or running, while
we keep the 90% of our aiming/shooting accuracy. Thing this that
rightnow don't happens and to make a precision shot you really
need to be stopped, when this removes player's reaction time and
basicaly makes the advance/adquire/shot to kill process much more
harder, slow, complicated and basically unrealistic than it really is.
Better transitions and different movement speeds when walking
standing, crawled and prone it's something really needed. Let's C ya





twisted
twisted

    Warrant Officer

  • Members
  • 2695 posts

Posted 14 November 2008 - 16:04 #13

proper animations for prone (not being able to rotate on one's bellybutton or is it on something else?)

definite immersion killer that.

POTS
POTS

    Suspended Member

  • Banned
  • 369 posts

Posted 17 November 2008 - 23:11 #14

I hope BIS knows what we are achieving animation wise. If they don't have anything close to this in arma2, we are being ripped off...

http://www.youtube.c...ch?v....rl=http

also this







mr.g-c
mr.g-c

    Warrant Officer

  • Members
  • 2381 posts

Posted 18 November 2008 - 01:33 #15

As much as i have to agree with you guys (look in my signature for a lot of animation suggestions), i won't hold my breath for it... Posted Image

Judging by the GC08 Videos & Interview with Ivan Buchta, the Game does look from the animations part just like Arma(1) - as clumsy, stiff, retarded as the old one.

Its a real shame, even though BI has their own Motion-Capturing studio....

Animations are IMHO one of the core-issue of this engine and must be MORE adressed!!!

One the one side they showed great dancing animations and stuff hidden in the engine, but on the other side its not possible to do some small footsteps forward as a soldier, because of those lame animations limiting you (and not only there - we all know how limiting they are).

Every time i play other shooter/simulation-like games like ghost-Recon, Swat, Rainbox-six /whatever games, i'm so amazed how great, fluid, simply "fitting" the animations there are - while in this Engine here, they look like fiddled together without "joy/love" or something like that. Posted Image
Marek Spanel: [...] Every single element is well taught so that it fits together. So this is a significant change, because with ArmA 1 it was just random, really.
We made some units because we had to. There wasn't much passion from our side with the first ArmA, to be honest. This time it's different. (Videogamer.com Interview:)

Please BIS: Arma2 must become a TRUE MASTERPIECE - Not a middle-heavy catastrophe!

wipman
wipman

    Chief Warrant Officer

  • Members
  • 3157 posts

Posted 24 November 2008 - 11:19 #16

Hi, other animation that will need to be revised or just added, is
to switch from the side weapon to the AT weapon; we simply don't
have this transition animation. Which resoults in many deaths due
that the unit switchs from AT, to main weapon and then to side
weapon; making the whole process slow, pointless, stupid, pittifull
and deadly by need. If you've to switch to the side weapon it's
because you need something fast to scare a bit the enemy and gain
some seconds to find a better place that the grave that the OPFOR
wants to put you in.
Also, to speed this up or just to make it better... there should be a
Drop Weapon/Item key, so you could just throw away the RPG and
auto switch to the main weapon and then look for the side weapon
if you think that look for fresh ammo in your vest will be slower
than pull off the pistol and do some supressive fire and move to
the closer corner or cover to save your sorry ass. Let's C ya

sk3pt
sk3pt

    Gunnery Sergeant

  • Members
  • 425 posts

Posted 20 December 2008 - 01:37 #17

Youtube Link

Would be awesome to have a little "head shaking" while being a tank commander in bumpy terrain.