In-game turning 3rd person view. Animated or pivot spin?

zeepzeep Join Date: 2002-11-01 Member: 3367Members
Hi,

One thing that bugs me in NS1 is when i see a person turn around, there is no animation for it, instead he/it just spins on the pivot (center axis). My question is, does NS2 still do that or are all turns animated? (Hopefully :))

Comments

  • PseudoKnightPseudoKnight Join Date: 2002-06-18 Member: 791Members
    edited August 2009
    Animating multiplayer actions is difficult to make realistic, unlike NPCs. I've seen some attempts to animate turning, but it usually results in something just as awkward. (you almost just lose the cpu cycles it takes to animate it -- people are used to smooth-turning anyway) I'd rather they focus on things that they can more easily improve upon. But that's just my opinion: not a big deal and a waste of time.
  • zeepzeep Join Date: 2002-11-01 Member: 3367Members
    edited August 2009
    I wouldn't say it's really that difficult, it just takes more work. If you can animate someone walking then you can animate someone turning around.

    Why would a turning animation turn up awkward? It's just a 'going from state X to state X' pattern started in the beginning of a turn, just like walking.

    If programmed correctly it should play a sequence <turning around> where the turning state of the player's input is connected to certain rules to not make the turn look awkward.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    It's hard to gauge how much the person is going to turn.

    Is it only a slight change? Are they doing a 180 snap? Differentiating this is very hard.

    Also, take a moment to observe how you turn. It's different depending on your direction of motion, and it's a very dynamic action in the legs, body, neck, etc. The complexities of having enough states to get a good animation coupled with determining pre-cognitively how much the player is going to turn makes life really tough instead of the simple forward/shuffle/stop of walking forwards and backwards. This is the same reason people don't animate side step shuffles and just act like you're walking left and right.
  • sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Members
    ive seen games solving this by doing no specific turning animations at all for the lower torso, instead they make use of the ragdolls inverse kinematics system ,generating those turning animation procedural. The upper torso can be animated independently. And turn to the left and right inside a given threshold, exceeding that turn angle makes the hip follow, trying to zero into that threshold again, which makes the inverse kinematic kick in when the leg gets stretched from the turn,and the foot gets lifted by the ik chains hirarcy, braking the ik anchors bond to the ground, procedural ragdoll animation decides about the left or right step of the foot, to snap into place on a circular ik anchor grid Around the playermodel, it worked quite well in hl2 and other games and i have never really heard that it looks choppy or retarded. Its a bit more programmimg work but less animating ,and considering what uwe has to pay for quite expensive motion capturing ,interpolating such minor animation features saves quite some money, i guess that was one reason why uwe wanted to leave out the heavy armor at first, the cost reason,mocap studios tend to charge for the time,actors and for each animation they record and postwork for you
  • ShalrathShalrath Join Date: 2009-04-20 Member: 67237Members
    "I wouldn't say it's really that difficult, it just takes more work. If you can animate someone walking then you can animate someone turning around."

    Having a moving/turning cycle for EVERY ANIMATION means you basically double the animation required. If not moreso. You can have standing to crouching 180, crouching to standing 180 (from front to back), standing 180, crouching 180, standing to jump 180, crouching to jump 180... etc.

    You get the idea.

    It becomes a nightmare and isn't really worth the time investment (more than doubling the work already needed? No thanks.)

    This is coming from someone in the industry, who has had to watch time wasted to things that never come about.
  • noncomposmentisnoncomposmentis Join Date: 2004-11-13 Member: 32773Members
    <!--quoteo(post=1722663:date=Aug 13 2009, 10:25 AM:name=spellman23)--><div class='quotetop'>QUOTE (spellman23 @ Aug 13 2009, 10:25 AM) <a href="index.php?act=findpost&pid=1722663"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's hard to gauge how much the person is going to turn.

    Is it only a slight change? Are they doing a 180 snap? Differentiating this is very hard.

    Also, take a moment to observe how you turn. It's different depending on your direction of motion, and it's a very dynamic action in the legs, body, neck, etc. The complexities of having enough states to get a good animation coupled with determining pre-cognitively how much the player is going to turn makes life really tough instead of the simple forward/shuffle/stop of walking forwards and backwards. This is the same reason people don't animate side step shuffles and just act like you're walking left and right.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I tried it. I don't mind looking stupid for the sake of ART. As far as I can tell it would only take two animations. Any turn anchored to the ground is just a pivot on the ball of the opposing foot, so one animation for each leg (eg turn left, pivot on right foot). (Jump turns don't really need additional animations.) They probably have all the animations necessary for the torso already, even if they don't have the legs, since those are essential for any looking around.

    Apologies if my limited knowledge of animation means I got something wrong.

    Also:
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Having a moving/turning cycle for EVERY ANIMATION means you basically double the animation required.<!--QuoteEnd--></div><!--QuoteEEnd-->
    They have animation blending, which means that seperate parts of the model can be displaying seperate animations. Less animations and more flexibility. It was in a video blog a while ago, and looked very cool.
  • TriggermanTriggerman Graphic Artist Join Date: 2004-11-10 Member: 32724Members, WC 2013 - Supporter
    Here's the video on YouTube that proves that NS2 uses animationblending for those who haven't watched the videocasts: <a href="http://www.youtube.com/watch?v=40saY4AOcmk&feature=channel" target="_blank">http://www.youtube.com/watch?v=40saY4AOcmk...feature=channel</a>
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