TrueCombat
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realistic human movements.
http://www.truecombatelite.com/forums/viewtopic.php?f=4&t=400
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Author:  Dragonathan [ Mon Jan 02, 2006 7:58 pm ]
Post subject:  realistic human movements.

I hope the devs could improve the movements of the models,
make it look more human when they move,

example:
-when the models trowing A nade, it should look more realistic,
currently it looks like the models are doing the moonwalk forward
FRAGILE!, WHOOOOOOO WHOOOOOOOOOOOO!!! :lol: :lol: :lol:
http://www.platinumart.co.uk/MJCD/image ... _live5.jpg

-when the models are running, it should look more realistic and smoother,
(currently the models runs quite stiff)

-when the models are walking
(actually it looks not that bad currently, but it could be smoother)

-when the models are jumping
(it should look way more better and smoother and realistic)

And I understand that these things I suggested are quite difficult to do
with out "motion Capture"

what I advice is, that the devs should make a video, they should make someone pretend he is in A combat situation, and make him
WALK / RUN / JUMP / TROW OBJECT
and if the "rolling feature" is ever gonna be implented, they should add
/ ROLLING as well...
than they should look at the video A couple of times,
and they should try to imitate/copy all the movements into the models.

Author:  XenoKiLLer [ Tue Jan 10, 2006 10:24 pm ]
Post subject: 

that is a problem, but I think its just a glitch or limitation in the engine. They should create an injury based movement penalty. like when you get shot in the legs, you wont be walking as fast or as stable making your camera wobble giving the illusion of serious injury.

Author:  it [ Wed Jan 11, 2006 4:38 am ]
Post subject: 

I say, hit in the legs, do what SWAT 4 does (if we can) running is limited, sprinting=impossible. jumping=BAAAD idea (more harm pl0x?)

Author:  XenoKiLLer [ Wed Jan 11, 2006 11:03 am ]
Post subject: 

yeah thats also good. Plus falling from high places, it should also hinder you.

Author:  Eyeball [ Wed Jan 11, 2006 12:01 pm ]
Post subject: 

I totally agree With Xeno. Falling from high places should pe penaltised more than it now is. Its rather unrealistic to be able to jump eg. from high bridge or building and then just start sprinting like nothing happened. In current version you just get a little health loss and thats it. I think disabling the ability to sprint after falling from high place should be implemented.

Author:  it [ Wed Jan 11, 2006 4:29 pm ]
Post subject: 

I think it's in RTCW where if ou fall from a high ledge, you lose health, and you are immobile for a second or two.I think that this, along with penalties for leg injuries, would more or less help.

Author:  Dragonathan [ Wed Jan 11, 2006 6:45 pm ]
Post subject: 

these are examples of what i mean with "realistic human movements"

http://www.gametrailers.com/player.php?id=6443&type=wmv

http://www.gametrailers.com/player.php?id=5856&type=wmv

http://www.gametrailers.com/player.php? ... e&type=wmv

http://www.gametrailers.com/player.php?id=8891&type=wmv

http://www.gametrailers.com/player.php?id=8890&type=wmv

Author:  XenoKiLLer [ Wed Jan 11, 2006 10:25 pm ]
Post subject: 

actually, if somebody who did fall from soemthnig like that wouldnt be able to stand up straight at all, so you could end up limited to a slow crawl, then alittle while later, when youve recovered a bit, you coulds standup but not run or sprint. The game would have ended before you are fully capable of doing sprints again so it can be made a permanent effect for the round.

Author:  Dragonathan [ Wed Feb 01, 2006 8:58 am ]
Post subject: 

i think the best way to create realistic human movements,
is to use motion capture,

if you search through google, you can see allot of company offering motion capture studio time,
i even saw A website of A company that gives free studio time.

and if its gonna caust some money.
devs should ask for donations,

but I think its not that expensive,
because its not that i suggested the devs to by some fancy motion capture equipments,

recording motion capture on someone else's studio
is way... cheaper

Author:  Silentcrisis [ Wed Feb 01, 2006 12:13 pm ]
Post subject: 

My God, we've brought this up too many a time before...

Motion in this game is like adding tens upon thousands of lines of code for scripting. Do you think the dev's want to do that?

~Silentcrisis

Author:  XenoKiLLer [ Wed Feb 01, 2006 2:20 pm ]
Post subject: 

a MoCap studio costs hundreds o thousands even millions of dollars. Thats too much for a free mod for a free game.

Author:  Dragonathan [ Wed Feb 01, 2006 3:16 pm ]
Post subject: 

XenoKiLLer wrote:
a MoCap studio costs hundreds o thousands even millions of dollars. Thats too much for a free mod for a free game.


hunders or thousands, yess
million of dollars, i doub!!

it is really expensive if you buy complete MoCap equipments,

but not if you ask A company that supports mocap technology's,
for some studio time.

and if its just to record the walking, trowing, jumping running movements,
maybe they let you do it for free,

on acceptions,

Author:  XenoKiLLer [ Wed Feb 01, 2006 3:32 pm ]
Post subject: 

they wont let you use it for free, especially anonymous groups of people. they wont just let you walk in there ask, "Can I use your MoCap equiptment for a couple hours?" They wont let you. And obviously, not for free and not for the low low price of 3 easy payments $13.99/mo. This is a dream that cannot be reached for a free mod for a free game. America's Army uses MoCap, but thats because the US Army (big time rich) is funding it. Some other games have MoCom, but thats because they have big ass company names funding them, who probably already have their own MoCap studio.

The thing is, there are some predone MoCap animations sold online, but the prices although cheaper than buying a studio, is still unacceptable for the "free mod for a free game" concept.

Author:  kozak6 [ Wed Feb 01, 2006 10:16 pm ]
Post subject: 

Image

Author:  XenoKiLLer [ Wed Feb 01, 2006 10:27 pm ]
Post subject: 

worth a thousand words

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