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Old 2013-07-01, 09:06 AM   [Ignore Me] #1
Rolfski
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What the animation team can learn from Star Citizen


Don't get me wrong, I'm quite happy with all the animations the devs have come up so far (with the Commisioner/Underboss offlicially having the coolest pistol reload animation ever seen in a fps).

The vehicles are a bit lifeless though and this is where the 12 million dollar crowd funded game called Star Citizen takes vehicle animation design to a whole new level with pure space ship porn:

http://www.twitch.tv/roberts_space_ind_ch_1/b/423478438

I'm not expecting for this game to get this level of detail (it's a shooter, it doesn't need to be), but a bit more life to our vehicles would be nice-to-have.

Last edited by Rolfski; 2013-07-01 at 11:49 PM.
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Old 2013-07-01, 09:16 AM   [Ignore Me] #2
Calista
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Re: What the animation team can learn from Star Citizen


Well I guess that blew the kickstarter budget. Time for another go 'round
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Old 2013-07-01, 09:20 AM   [Ignore Me] #3
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Re: What the animation team can learn from Star Citizen


Linear animations on models like the vehicles is not that difficult. What is difficult are adding the proper armatures and thinking ahead on the models for these animations...
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Old 2013-07-01, 10:26 AM   [Ignore Me] #4
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Re: What the animation team can learn from Star Citizen


It would be nice if more vehicles had unique animations. The only one with moving parts is the AMS sunderer when it deploys. Hopefully when they have time down the road they can revisit the vehicles and give them more animations across the board.
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Old 2013-07-01, 02:05 PM   [Ignore Me] #5
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Re: What the animation team can learn from Star Citizen


Originally Posted by Dragonskin View Post
It would be nice if more vehicles had unique animations. The only one with moving parts is the AMS sunderer when it deploys. Hopefully when they have time down the road they can revisit the vehicles and give them more animations across the board.
Also the Prowler when it goes into lockdown mode. They totally missed the target when they didn't work out Lockdown on the TR MAXes. How cool would it have been to have those heel spikes shoot into the ground!

They are also not thinking very hard when they have the Galaxy with the HUGE back door that doesn't even open. How sweet would that be letting out a bunch of flashes or a harasser.
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Old 2013-07-01, 02:35 PM   [Ignore Me] #6
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Re: What the animation team can learn from Star Citizen


star citizen really pushes the limit of immersion.

when entering a vehicle, you can watch your toon from climbing the ladder to the hatch, to sitting down in the pilots chair and spinning it into position. every step is visible and every part of the vehicle that would articulate or move in real world, does in the game.

that´s a little much for a hardware hungry shooter like ps2, but a little more love wouldn´t have hurt.

just imagine what great cinematic machinima sc will spawn!

oh how i wish, ps2 was a crowdfunded game like star citizen! with no suits breathing on the devs necks all the time

anyone seen part of the 24 hours livestream last weekend? those devs really appreciate the funding model that allows them to focus all on the game being great, with nobody to answer to, but the fans! and crowd funding seems to be a really viable option nowadays! publishers tend to screw up games and the gamers know that! that´s why the gamers fund those projects!
they really think, they gonna get what they want, and not what a publisher wants.
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