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May 10 2016

Grief added a comment to T67414: Stance changing is not interruptable.

Now I understand, thanks for explanations. I am not sure but believe that these bones are needed for different reasons - collision detection, weapon alignment, shaders etc. Bones are not necessarily must be related to the mesh itself. The are no correlations between them and animation complexity. You said that 'only one of them moved the thigh' - it can confirm my conjecture, but only developers know the truth.

May 10 2016, 3:18 AM · Arma 3
Grief added a comment to T67414: Stance changing is not interruptable.

@bez what do you mean by 'no need for it to be like that'?

<offtopic>
And I believe that at the moment the most complex rig has the game named overgrowth. You can find demos on youtube.
</offtopic>

May 10 2016, 3:18 AM · Arma 3
Grief added a comment to T67414: Stance changing is not interruptable.

First of all - THANK YOU VERY MUCH!

I have tested:

crouch<->stand up - excellent!
crouch<->prone - brilliant too!

prone <-> stand up - works only when pressed immediately one after another in a split second, otherwise both animations are playing completely one after another. Was it intended?

Also, combitations like stand up -> prone -> crouch don't work and look a bit silly: character starts prone with poistion very simmilar to crouch, but he still continues to prone before return to the crouch.

May 10 2016, 3:18 AM · Arma 3
Grief added a comment to T67414: Stance changing is not interruptable.

OK, thanks for the answer.

May 10 2016, 3:18 AM · Arma 3
Grief added a comment to T67414: Stance changing is not interruptable.

That sounds sweet. Thanks.

May 10 2016, 3:18 AM · Arma 3
Grief added a comment to T67414: Stance changing is not interruptable.

Does that mean that this bug is actually a feature and won't be fixed or it means that it will be fixed later?

May 10 2016, 3:18 AM · Arma 3
Grief added a comment to T67414: Stance changing is not interruptable.

Regarding weird-looking animations, if skeletal animation system is used (I am pretty sure that this system is used in arma) it is not hard to implement smoothing between two different animations.

As for usual hardcore vs. casual debates, I believe that when it is said that this game is a real war simulation, it should be possible to perform usual movements. In my opinion, that's the same true for jumping and many other things, but it is offtop.

If engine doesn't support animations well then it should be fixed, otherwise what is the goal of this bugtracker? I am the same programmer, and I know how it infuriates to fix tons of bugs, but still.

May 10 2016, 3:18 AM · Arma 3
Grief edited Steps To Reproduce on T67414: Stance changing is not interruptable.
May 10 2016, 3:18 AM · Arma 3
Grief added a comment to T67330: Lowering/raising weapon on the move stops movement!.

For me too it stops both during raising and lowering (2xLeft Ctrl)

May 10 2016, 3:15 AM · Arma 3
Grief added a comment to T67217: Some hidden controls.

Two monthes and still in new state? Sooo saaad... It's not a big issue but the fix should be simple too.

May 10 2016, 3:11 AM · Arma 3
Grief edited Steps To Reproduce on T67217: Some hidden controls.
May 10 2016, 3:11 AM · Arma 3