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Improving Animation Systems

Posted: 2022-08-07 11:12
by Suchar
Hello everyone,

Today I will be talking about improvements in the Animation Systems of handheld weapons I have been working on in the last few weeks.

What are the Animation Systems?
Almost every single weapon has its own Animation Systems, one for first person and one for third person animations. The Animation Systems are responsible for handling animations, that is controlling which animations are played, when they are played and how they interact with each other when transitioning from one animation to another. Improving the Animation Systems does not indicate creating new animations but changing the aforementioned elements of already existing animations.

The final result
The main goal of updating the Animation Systems is to achieve smoother transitions between animations. Currently, many Animation Systems lack proper configuration for transitions, resulting in extremely abrupt animation transitions. In some extreme cases, there is no transition period at all and the system instantly changes the currently played animation.

Workload and Releases
The amount of content Project Reality has does not make this task any easier - in total, there are 379 first-person Animation Systems for handheld weapons which will be the first to receive an update. This is a lot of work which will most likely be spread over quite a few months and all PR updates along the way. In the far future, third person Animation Systems may follow the same path.

Example
All transitions for ironsight AK-74M have been updated with the most notable differences being:

(0:06) Fire --> Run
(0:17) Fire --> Run --> Sprint
(0:20) Sprint --> Reload
(0:25) Reload --> Sprint



You may want to watch the video in 0.5 speed to better see the differences.

That's all for today.
Thank you for your attention and see you on the battlefield!

Posted: 2022-08-07 13:21
by Brotherscompany
Great job! Glad to see there is still room for improvement and making the game more modern :P

Just question in the name of poor people, will these animations consume more CPU?

Posted: 2022-08-07 22:30
by Suchar
Brotherscompany;bt11488 wrote:Just question in the name of poor people, will these animations consume more CPU?
Not really, no

Posted: 2022-08-07 22:43
by Golden_Pilot
Keep up the great work gents!

Posted: 2022-08-09 19:31
by Evox
Thanks man!

Posted: 2022-08-11 08:21
by InchPincherToo
Suchar;bt11489 wrote:Not really, no
That's really great to hear, can't wait for this to get implemented soon.

Posted: 2022-08-11 23:15
by PeppeJ
Does this also fix the issue where swapping weapons really fast remove animation playing from the new weapon? I.E when you pull out a grenade you can sometimes throw it without any throw animation playing.

Posted: 2022-08-13 09:49
by bad_nade
Good to see animations are being worked on! Interrupting long lasting animations, like that of reloading the RPG or bringing up the HAT, could definitely benefit from little fine tuning. Those transitions are, like you said, abrupt at best.

Posted: 2022-08-14 21:05
by Suchar
PeppeJ;bt11495 wrote:Does this also fix the issue where swapping weapons really fast remove animation playing from the new weapon? I.E when you pull out a grenade you can sometimes throw it without any throw animation playing.
No, that's a different issue which is not really fixable.

Posted: 2022-08-22 21:32
by Reysey
This was much needed, thank you for the hard work.

Posted: 2023-04-03 07:47
by jamemadison09
Thank you!