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How Syandana Physics Should Be.


Zuzzie
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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.

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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.

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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 by Crossflip
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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 by taiiat
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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 by __Kanade__
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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 by SortaRandom
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  • 2 weeks later...

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