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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).
A new VideoLog is out on our YouTube-channel showing you some of the features and assets available in the latest build.
The features highlighted in this Videolog are:
- An introduction to the Strategic Multiplayer Campaign and the connection to the Shooter-part of the game
- The new Factory Map
- New Vehicles (including bicycles)
- New Character models
- And many more…
Please remember that the graphics, sound, physics, gameplay, etc. is work in progress and not yet final.