Closed ClobberXD closed 4 years ago
No knees! The player intentionally doesn't have knees so adding them makes no sense =) Current sneak just being a slow normal movement doesn't look good so a dedicated sneak animation could be good. Not sure what the animation could be yet, let's do it when we have a good idea.
Currently the sneak animation swings the limbs to the same degree, which is too much swing, a possibility is a walk animation with less swing.
I think that the "MC Style" sneak animation looks fine with the limited articulation that our current model has.
Not all people think that knees are ugly or bad.
Knees are fine if you do them right
Sneak animation (I made this quickly so it still needs to be tweaked a little):
Uses 40 frames (frames 221 - 261).
Also, this is using the sneak state but without using animation_speed/2
.
Tbh, that looks like Sam is going to vomit to the left.
I did say it needed improvement. Maybe his head needs to be a bit more higher.
Needs the chin lifted a little. Might look good with the arms out to the side a little too. Kind of like the Skyrim crouching if you've ever played that game
![walk](https://user-images.githubusercontent.com/49789044/59210134-c1925180-8ba4-11e9-91a5-4cef4474ff80.gif)
Don't worry about that sharp movement at the end; the loop didn't complete there. (As you can see in this gif his head bobbing too much, but I've fixed that in the model now)
In the gif it just looks like they're slouching badly. I think something needs to be done with the arms/legs to make them look a little more involved in their sneaking
There. I made the bobbing less prominent: https://my.pcloud.com/publink/show?code=XZ4imN7ZHL1LmknPVejLkGcF2Dl7pzdkbh8k
I think head tilted downwards as before looks better, as sneaking is usually done when carefully creeping along edges where you would be looking downwards a little. Anyway, potentially good work.
I like the animation and the idea! Will be cool when it will be added to mtg!
Maybe move the arms out a little while sneaking, almost like you do when slinking along a wall or keeping one's balance (but not quite as much as either of those examples).
Regarding what paramat suggested, I think the head should be tilted down very slightly, and should still be facing forward.
May I suggest not doing such a minecrafty sneak animation but more something like this: sneak.m4v.zip (download, dezip, then watch)
Looks good, but I think the body rotation is a little too much!
I changed the sneak animation a little:
Nice! I like how the arms are pointing outwards a little.
I prefer the first one more than the second - the second one swings the arms a tad too much.
Haha they are the same animation! Just different views. And Blender doesn't loop the animation perfectly, so it kinda stutters as it loops.
EDIT: Actually, you were kinda right. The forward swing of both of the arms went further than the backward swing. I've fixed that.
Here's the latest; the arm movement is a little weird still but I'm working on it. https://my.pcloud.com/publink/show?code=XZbQgBkZdkxGPiGeWn5QGrAjC0oATjOlhBuX
Also, can someone add the "Engine change needed" tag? We might need to edit the engine to change the sneak animation; I cannot find a way to implement it using the player API.
@DS-Minetest How did you manage to play the sneak animation? I've battled with the player api for around 2 hours now but with little success.
I can get the animation to play when the player isn't walking but holding control, but I cannot get it to work otherwise unless I remove the "local_animation" table in init.lua.
So it isn't possible (without engine change)?
@DS-Minetest How did you manage to play the sneak animation? I've battled with the player api for around 2 hours now but with little success.
I've just set the client-side walk
animation (in set_local_animation
) to nil
and added a player_set_animation
call for server-side animation. :/
Closing due to #2710
I was working on adding sneak animations for CTF (see MT-CTF/capturetheflag#318), and thought it'd be useful for MTG as well. Please do let me know if this is a good idea, and what the actual animations should be. Just bending the torso forward looks very awkward, as the legs would still be upright. Legs bent at the knees with a forward-leaning torso, would be very realistic and ideal, IMO, but isn't directly possible as there is only one bone for the whole leg. Should the collision/selection box be altered as well?