A behind the scenes animation timelapse (×12 speed) from sit pose to in game.
This time doing my contribution to the blog I fell in a nasty hole just before the goal line. With a week to go my machine decided to crash and the time for blogging was cut to a minimum.
Even with the strong head wind I decided to try and do another animation timelapse. The last one I did I really liked myself and got a lot of nice feedback. [Strong headwind is good for airplane take-off and landing, Ed.]
Now… exiting and entering airplanes is yet another task that I hadn’t had time for – and as I now have been officially bugged with it as well this is the one I chose.
I promise next time I will try and choose something different than an exit animation ;-)
Cheers – Reto.Colding
[woops typo in the title, sorry! Ed.]
We are working as fast as we can to get the Gewehr 43 ready for frontline duty! One of the last things missing is the reload animations and I am currently finishing them. Following up on reto.Scratchliquid’s “Wonderful World of Weapons” post from Thursday, here is a quick look on the progress of the reload animation.
I am currently working on updating our weather/light settings and will include these in the upcoming build “Felber”.
I am trying to get all parameters going, with among others – properly working “tone mapping” (adjusting light/darkness to simulate pupil expansion/contraction), so you should be able to adjust and see properly both inside dark rooms and outside in sunshine.
Heroes & Generals – Exit Flakvierling 38 – Timelapse of an Animation Process. A behind the scenes animation timelapse (x6 speeed) from sit pose to in game.
It’s been some time since I last did a post. I have rambled a lot – I know ;). It’s about animation – so here’s animation for ya ! … in 6 x speed (due to me orbiting the scene a lot when animating – it sure does flicker heavily – so wear a helmet). Basically this little clip shows how an animation goes from first pose to in game in about 4 minutes. enjoy…
Again a perfect attention grabber… no ? .. well I got your attention this far ;) . There is actually a bit of sense to be found in the above title – just hang on for a few sentences.
Currently our programmers are prioritizing builds and stability which I think is a wise choice. It leaves me with a bit of gap for polishing animations which is mega!
I have opened up three sections of animation polish that have been on the list for some time. These are – 3rd person Sprints and Runs and 1st person weapon holds.
“Benny Hill” ?
Initially when adding the sprint animations I mucked up a 28 frames sprint loop per weapon. Now – 28 frames (60fps base) approximates to just under half a second per loop (right foot down – left foot down).
“You see blouse… I see breasts!”
Focus in Animation
I am talking about the ability to scan a situation, evaluate and single out a point of interest, only to home in more, focus on that one subject and according to needs even make out the information that is not available.
This urge to focus and fill out the blanks has helped us immensely through history.
When Neanderthals needed to know that this huge oddly shaped branch sticking out from behind that tree was, in fact not a branch, but the long and quite sharp teeth of a sabre-toothed tiger – that skill came in handy.
When an 1800’s engineer looked at a ships engine at full steam and needed to know that the first valve of the third cylinder (…yeah I know – but I’m a car guy – not a steam enthusiast) sticking out slightly, obscured by rotating cogs and otherwise bad lighting is in fact about to fall out and cause a massive explosion (again I know – but it makes for good imagery) – that skill came in handy.