After showing you the sensational Panther and the new US Camouflage, we will now review some of the various neat little tweaks that will improve combat movement and weapon reloading in the coming Bauer update (named after the German soldier Ludwig Bauer). These seemingly small adjustments will improve the gameplay noticeably.
In the next major update, named Vasilevsky, we have greatly improved the melee combat. We know that a lot of players like to carry a knife or shovel or maybe a wrench with which they can also fix both their own and teammates vehicles. But we felt the melee combat could be improved and so we did.
We have just given our melee mechanics another iteration, using Inverse Kinematics and more precise animations to aid the attacker.
It will now be easier to hit your enemy with knives, shovels and wrenches.
Speaking of walking, we have improved the inverse kinematics for the characters making them look much better when turning (banking) and standing on sloped surfaces. So as soon as the Utz Update rolls out, everybody will look much better. Take a look below!
NB: No catcalling at your fellow soldiers please!
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.
With every new build, there’s going to be some new bugs.
– Ancient developer proverb
Some of these will be easy to fix, some will be hard to fix and some are just plain boring to fix.
Hence the other Devs need a little motivation.
You can only ask people to fix something so many times and when cookies don’t speed up the bug fixing…
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).