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Thread: Amazing animations

  1. #81
    _TheChevalier_'s Avatar Centenarius
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    Default Re: Amazing animations

    Those animations are simply spectacular
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  2. #82

    Default Re: Amazing animations

    How does one add these new kill Animations?
    I so wanna see missing limbs, best you could get from CA was an In growing toe nail.. Okay that last bit wasn't true, but gosh darnit! I wanna see my foes legs flying about the place in Holy Grail style fashion.








  3. #83

    Default Re: Amazing animations

    OMG! History comes alive!

    Chopping off the legs, beheaded soldiers, flag carriers, standart bearers, unhorsed cavalry... Whole combination of those animations create a real, bloody and fierce medieval war experience. I hope team BC use them for the project.

  4. #84

    Default Re: Amazing animations

    I hope team BC use them for the project.
    It's basically impossible to include these animations in either BC or vanilla M2TW because every mesh has to be modified to match the new skeleton.

    CHeers
    "I don't want to sit around Windsor because ermm .. I just generally don't like England that much" - Prince Harry, 3rd in Line for the British Thrown



    For King or Country - The English civil wars.

  5. #85

    Default Re: Amazing animations

    Quote Originally Posted by AlphaDelta View Post
    It's basically impossible to include these animations in either BC or vanilla M2TW because every mesh has to be modified to match the new skeleton.

    CHeers
    Sad news but we can survive without it.

  6. #86
    Campidoctor
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    Default Re: Amazing animations

    Archer one is still amazingly cool looking

  7. #87
    CtrlAltDe1337's Avatar Praepositus
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    Default Re: Amazing animations

    Yeah, I would love to see these eventually.


  8. #88
    Rex Armeniae's Avatar King of Kings
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    Default Re: Amazing animations

    Wait, if one gets these animations for M2TW... and then gets BC when its out... will we have a BC with animations?

    Or wait, we'll need to transport animations over the the BC units right or? ehrm
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  9. #89

    Default Re: Amazing animations

    Quote Originally Posted by King Arsen View Post
    Also think about all those horse archers, it would make it look so sweet. But really, why didnt CA do this?
    The only reason I can think of is the game's rating. It might have to go up to 18+, thereby cutting off many sales for CA. What does everyone else think, because I agree, this sort of thing should be in the game.
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  10. #90

    Default Re: Amazing animations

    We should kidnap the animator and force or threat him to convert those stuff for BC.

  11. #91
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    Default Re: Amazing animations

    Quote Originally Posted by SonOfCrusader76 View Post
    The only reason I can think of is the game's rating. It might have to go up to 18+, thereby cutting off many sales for CA. What does everyone else think, because I agree, this sort of thing should be in the game.
    Actually its because it adds a lot of system lag.

    Quote Originally Posted by Little Legionaire View Post
    We should kidnap the animator and force or threat him to convert those stuff for BC.
    Naah, we've got our own.

  12. #92
    mastaace's Avatar Ordinarius
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    Default Re: Amazing animations

    i figured out that some archers (or even a lot) carry their quiver at the waist so with the new animation they would pull an arrow from where no quiver is...


  13. #93
    Fenix_120's Avatar Senator
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    Default Re: Amazing animations

    Quote Originally Posted by mirage41 View Post
    Naah, we've got our own.

    But Kidnapping is so much more satisfying...




    But on topic, I do love those beheading animations, and I thought you could add any model to use any animation with milk shape?

  14. #94

    Default Re: Amazing animations

    It's a question of work load.

    With over 280 units x 3 or 4 lod's, you're talking about a huge amount of work to make them compatible with a new set of animations.

    And then you know 2 weeks later another set of animations comes out, and you have to do it all again.

    Just to make a head fall off. Nah we'll avoid that thanks.

    Cheers
    "I don't want to sit around Windsor because ermm .. I just generally don't like England that much" - Prince Harry, 3rd in Line for the British Thrown



    For King or Country - The English civil wars.

  15. #95

    Default Re: Amazing animations

    Quote Originally Posted by AlphaDelta View Post
    And then you know 2 weeks later another set of animations comes out, and you have to do it all again.

    Just to make a head fall off. Nah we'll avoid that thanks.

    Cheers
    Besides joking that's true Alpha. :hmmm: It's consuming job already.


  16. #96
    The Mongol's Avatar Primicerius
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    Default Re: Amazing animations

    Quote Originally Posted by AlphaDelta View Post
    It's a question of work load.

    With over 280 units x 3 or 4 lod's, you're talking about a huge amount of work to make them compatible with a new set of animations.

    And then you know 2 weeks later another set of animations comes out, and you have to do it all again.

    Just to make a head fall off. Nah we'll avoid that thanks.

    Cheers
    Understandable, I think the only practical one would be the bowstring animation. The rest are just kind of fluff, even if they are cool but you have to admit that bowstring is just awesome

  17. #97
    Fenix_120's Avatar Senator
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    Default Re: Amazing animations

    Quote Originally Posted by The Mongol View Post
    Understandable, I think the only practical one would be the bowstring animation. The rest are just kind of fluff, even if they are cool but you have to admit that bowstring is just awesome

    How can you call an Two handed decapataion "Fluff"?


    Whats so "Fluffy" about a man or animal losing its head?

    Unless its a Fluffy animal(which horses and camels sure as hell are NOT)


    JK


    But on topic, I did not realize it would be that much work, I thought that the engine used only base models but I guess I was wrong(you can tell I'm not a skinner).

    But "Fluffy" or not, I'm still looking forward to this mod

    Good job fellows.

  18. #98
    IrAr's Avatar Senator
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    Default Re: Amazing animations

    He means unnecessary.

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  19. #99
    Kip's Avatar Idea missing.
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    Default Re: Amazing animations

    Well, I'm entirely modding-illiterate, so can someone clarify this for me?

    The creator of those two animations, is he simply editing the current animations (IE having the head fall off of the original two-hand sword combo, and adding bowstrings/arrows to the archers) or is he creating new animations?

    I bring this up because it seems the reason for not implementing them would be because every model would need to be edited to allow the head to fall off...but what if new animations that involved no limb-severing were created? Like off the top of my head, single-handed axes and maces could use some unique kills.

    So are combo animations possible to make from scratch? Because you wouldn't have to go overboard with severed limbs and whatnot.
    Last edited by Kip; October 13, 2007 at 06:04 PM.

  20. #100

    Default Re: Amazing animations

    The thing is that his animations require a new skeleton that isn't the standard M2TW skeleton. So you would have to add a bone in the correct place to all the skeletons of the units.

    Now the plus of just modifying a current animation using the current skeleton is the fact that it will be compatible since it uses the same skeleton as all the other units but just moves the bones differently.
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