[Animation] What do you want changing?
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Little off topic but it will get there- You should be able to "sprint", in lack of a better word, when prone. and i have an animation in mind. the character
-lays the gun down while keeping his hands in the same position-barrel faces to the left
-folds his right arm over the stock
-to move pushes off the ground with his knees and elbows.
The same animation-laying the gun on the ground-can be used to reload whilst prone.
-lays the gun down while keeping his hands in the same position-barrel faces to the left
-folds his right arm over the stock
-to move pushes off the ground with his knees and elbows.
The same animation-laying the gun on the ground-can be used to reload whilst prone.
![Image](http://i129.photobucket.com/albums/p228/kantorowskik5298/sig11-14-07.jpg)
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YES YES YES! Desperately needs doing, this is vital IMO... The sounds might need redoing after the animation is made though, right? I assume it's easier to make the sounds based on the animation than the animation based on the sounds...GeZe wrote:reload animation for the 50 cals + stationary weapons
![Image](http://i171.photobucket.com/albums/u314/matt-sa/PRSig.jpg)
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https://www.realitymod.com/forum/showth ... 102&page=2yo wrote:I mean this images like an example for animations
prone sprint (Z+shift/2xW) animation minute 0:42
stand up --->crouch animation minute 0:59
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You really need to get rid of the roll animation. It only affects the person seeing it in 3rd person whilst the person doing it is unnaffected. So whilst the person thinks that he's "rolling" the person that is rolling is prone and ready to fire. I know you can make yourself beleive that he's not rolling and is prone but it still takes that extra milisecond. We're all just human afterall.
I see people doing it on purpose to confuse others, it's up there with dolphin diving and insta-proning.
I see people doing it on purpose to confuse others, it's up there with dolphin diving and insta-proning.
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or we make the roll animation 1st person aswellMekstizzle wrote:You really need to get rid of the roll animation. It only affects the person seeing it in 3rd person whilst the person doing it is unnaffected. So whilst the person thinks that he's "rolling" the person that is rolling is prone and ready to fire. I know you can make yourself beleive that he's not rolling and is prone but it still takes that extra milisecond. We're all just human afterall.
I see people doing it on purpose to confuse others, it's up there with dolphin diving and insta-proning.
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I hate to be the bearer of bad news, but there will never be reload animations on these weapons. There is a reason DICE left them out, because they aren't possible on stationary weapons and weapons on vehicles.YoJimbO wrote:YES YES YES! Desperately needs doing, this is vital IMO... The sounds might need redoing after the animation is made though, right? I assume it's easier to make the sounds based on the animation than the animation based on the sounds...
![Confused :?](./images/smilies/icon_e_confused.gif)
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Retired Lead Coder for Project Reality - 0.25 through 0.4
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'[R-CON wrote:Duckitt']Well they are exported by magical elves so I'm not sure.
However, I use Motionbuilder for 3P and 3ds for other stuff. If you think you can do well - smack me up and we'll get working.
hehe, i dont really think i´m up to the task, only use 3dsmax and am really a noob at it still - but, well, making animations in 3dsmax is super-easy with the key-system, i just that this wont work with bf animations ^^
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Strip off from the game the death animations, by bullets or explosions, in fact take ragdoll effect in the same cases,.
Let then die and fell in the ground.
That might as well burst the performance
Let then die and fell in the ground.
That might as well burst the performance
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