Zuzzie Posted October 17, 2013 Share Posted October 17, 2013 Just take a look at this video. See how the player's cape moves around, but it doesn't do all sorts of random @#$% when you so much as preform an attack animation. These physics are what the Syandanas (generally) should be doing. Link to comment Share on other sites More sharing options...
EganMC Posted October 17, 2013 Share Posted October 17, 2013 Syandanas are not capes. They are made of a very light substance, not a heavy cloth. They can fly around much easier. Although I do dislike the current syandana physics, and would prefer this. Just giving a reason. Also, it's a lot harder to code capes like that into a F2P game where you fly around the map at blinding speed. Link to comment Share on other sites More sharing options...
xGryphus Posted October 17, 2013 Share Posted October 17, 2013 Syandanas are not capes - they are scarves. They are heavily inspired by this: https://www.youtube.com/watch?v=DvyxNGDghOY and are supposed to add some dynamic secondary movement so I guess they are acting just as intended. Link to comment Share on other sites More sharing options...
sambarpowder Posted October 17, 2013 Share Posted October 17, 2013 (edited) Syandanas are polystyrene pretend scarves and hence their current animations fit them perfectly. The spazzing is simply an old fashioned orokin finishing touch that involves sealing in the soul of a grineer in each jointed segment of the scarf. Edited October 17, 2013 by Crossflip Link to comment Share on other sites More sharing options...
FonFabre Posted October 17, 2013 Share Posted October 17, 2013 The physics do need some work, but I think they need to fix clipping issues first. (oh and, Darksouls 2 :D) Link to comment Share on other sites More sharing options...
Anarties Posted October 17, 2013 Share Posted October 17, 2013 Syandanas are not capes - they are scarves. They are heavily inspired by this: https://www.youtube.com/watch?v=DvyxNGDghOY and are supposed to add some dynamic secondary movement so I guess they are acting just as intended. Oh yes let the scarves work like that! Link to comment Share on other sites More sharing options...
Noogums Posted October 17, 2013 Share Posted October 17, 2013 They. Are. Working. On. It. Link to comment Share on other sites More sharing options...
Anarties Posted October 17, 2013 Share Posted October 17, 2013 They. Are. Working. On. It. Just like how they are working on Volt. Oh wait. Link to comment Share on other sites More sharing options...
taiiat Posted October 17, 2013 Share Posted October 17, 2013 (edited) Syandanas are not capes - they are scarves. They are heavily inspired by this: https://www.youtube.com/watch?v=DvyxNGDghOY and are supposed to add some dynamic secondary movement so I guess they are acting just as intended. but they don't work like that either. in that game they are flapping around, but following the path of the character. our Scarves look like a puppet trying to be controlled by 12 people at once. inertial dampening is painstakingly needed for them. Edited October 17, 2013 by taiiat Link to comment Share on other sites More sharing options...
__Kanade__ Posted October 17, 2013 Share Posted October 17, 2013 (edited) They're way to floaty, especially the Uru, on top of that, the Uru doesn't fit any frame at all, you can see that the neck piece is supposed to be resting comfortably on your neck, but instead it's floating, making it look real stupid on almost every frame ( look at Nova ). These scarves should've been put on hold until they had the right physics and neck placements, it's just another example of DE piecing together an item and throwing it into the game without any sort of testing. Edited October 17, 2013 by __Kanade__ Link to comment Share on other sites More sharing options...
shut Posted October 18, 2013 Share Posted October 18, 2013 (edited) DE should take a note or two from the Source Engine. Its Jigglebone system is leagues better than what we have now, not to mention much less performance-heavy. Ours is much too jittery and glitchy, whereas the Source engine's dangly bits are darn near flawless, save for clipping. I look forward to the day that the dangly blades on the Locust Ash helm get unstuck. Edited October 18, 2013 by SortaRandom Link to comment Share on other sites More sharing options...
Shinobi-kun Posted October 20, 2013 Share Posted October 20, 2013 Don't forget severed arms move by itself too. And the datamass. I think the scarves need only be animations as triggered alongside player movements. I THINK. Link to comment Share on other sites More sharing options...
CheeseHasLeafs Posted October 20, 2013 Share Posted October 20, 2013 Why are some of you guys defending how scarves act at the moment? DE's says they know about the crazy flying around issues, and furthermore, have said that the scarves are not meant to do that. Link to comment Share on other sites More sharing options...
PixalatedVortex Posted November 3, 2013 Share Posted November 3, 2013 no they should look like assassins creed 3 that game nailed it Link to comment Share on other sites More sharing options...
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