DietEbolaCola Posted June 15, 2014 Share Posted June 15, 2014 Brilliant video is brilliant. I'd love to see this method used in Warframe, among other games. Link to comment Share on other sites More sharing options...
HAYABU5A Posted June 16, 2014 Share Posted June 16, 2014 hmm id like some more acceleration tilt in warframe it looks like it would feel good when your dashing around Link to comment Share on other sites More sharing options...
CrownFire Posted August 28, 2014 Share Posted August 28, 2014 Most of you must have seen a couple of my enormous animation and parkour threads: https://forums.warframe.com/index.php?/topic/116872-the-grand-thread-for-animation-improvements-and-fixes-with-gifs/ and https://forums.warframe.com/index.php?/topic/119650-parkour-has-been-ignored-for-too-long-its-the-key-element-in-making-warframe-gameplay-unique-and-fresh/ But instead of posting this video there I really wanted more people to see it and more importantly get the attention of the animators of DE (to be exact, the poor guy that does programming for animations) I know they are trained professionals, probably more experienced in animation than the guy in the video but he says some very clever things that perfectly reflect what I was trying to tell in those threads above. So much of my rambling is now efficiently expressed in that video. Link to the video: http://www.gdcvault.com/play/1020583/Animation-Bootcamp-An-Indie-Approach Well first of all he's not just any guy, it's the same genius who is working on overgrowth and I already used a GIF from overgrowth in parkour thread, take him and his game seriously. this video is pretty great Link to comment Share on other sites More sharing options...
Boatsniper Posted September 28, 2014 Share Posted September 28, 2014 Prebaked animations suck. Procedural animation works and looks so much better. Link to comment Share on other sites More sharing options...
unknow99 Posted September 28, 2014 Share Posted September 28, 2014 They said that these videos were watched in their office, but to this day we still got "clunky" animations for our wallruns. Did D.E. give up? What is the status of it if it's being worked on? Soon Link to comment Share on other sites More sharing options...
Vanadium Posted September 28, 2014 Share Posted September 28, 2014 (edited) The part at 3:45 I'd at least like to see added. I'm so tired of getting stuck on tiny lips and ledges. Really destroys flow of movement. Edited September 28, 2014 by Go4tfi5h Link to comment Share on other sites More sharing options...
Mesyra Posted November 11, 2014 Share Posted November 11, 2014 Ya this video went around the office a month ago or so(animation department anyways)... its very impressive. I will put it in the hands of the programmers, thanks for the post if warframe gets animations that smooth I will cry. that is going to be amazing :D Link to comment Share on other sites More sharing options...
Vanadium Posted January 23, 2015 Share Posted January 23, 2015 *Grabs Necronomicon* Since Parkour 2.0 is being "looked at", just want everyone to remember this and realize how good our parkour could be...someday. Personally, I'm tired of getting stuck on Corpus buckets and ridiculous Orokin architecture. I want to be able to run over and through all the things! Link to comment Share on other sites More sharing options...
unknow99 Posted January 23, 2015 Share Posted January 23, 2015 Yeah, and more than 2 angles for wallruns... Link to comment Share on other sites More sharing options...
whatorthat Posted January 24, 2015 Share Posted January 24, 2015 Fascinating/instructive video--great to see work from elsewhere in the industry being introduced to Warframe by the community itself. And to add my voice to the chorus: a system like this would be an excellent addition to an already great game. Hopefully something similar/appropriate for WF's feel might be compatible with the engine as it stands. Link to comment Share on other sites More sharing options...
rockscl Posted January 25, 2015 Share Posted January 25, 2015 the wall run in overgrowth is overrated, it isnt a wall run actually, its just a face rubb against the wall, the good thing there is the prodecdural animation for his feet during it, hes the one saying it, not me Link to comment Share on other sites More sharing options...
Aure7 Posted January 25, 2015 Author Share Posted January 25, 2015 the wall run in overgrowth is overrated, it isnt a wall run actually, its just a face rubb against the wall, the good thing there is the prodecdural animation for his feet during it, hes the one saying it, not me but that's exactly the point. Making it simply a rub against the wall with minor tweaks to physics and fluid animations actually makes it wonderful, responsive and smooth instead of sticky like we have it in warframe. You could tweak some parameters and have it last for a lot longer. The main problem of animations similar to warframe's is that every thing is separated into it's own keyframed animation and it's own state that has it's own rules and is often isolated from the rest of environment. Link to comment Share on other sites More sharing options...
Vanadium Posted January 28, 2015 Share Posted January 28, 2015 the wall run in overgrowth is overrated, it isnt a wall run actually, its just a face rubb against the wall, the good thing there is the prodecdural animation for his feet during it, hes the one saying it, not me Still better than what we got, brah. The iPhone's overrated too, but I still like it much better than this: Link to comment Share on other sites More sharing options...
Mesyra Posted February 5, 2015 Share Posted February 5, 2015 I'm gonna bump this because I like this thread a lot. Link to comment Share on other sites More sharing options...
Vanadium Posted February 8, 2015 Share Posted February 8, 2015 (edited) Edited February 8, 2015 by Vanadium Link to comment Share on other sites More sharing options...
taiiat Posted February 9, 2015 Share Posted February 9, 2015 (edited) oh, right, this thread! certainly actually glad this was bumped, as it's important information to reflect on from the rest of the Industry. i've seen time and time again of people bashing each other saying that we can't talk about other Games when Brainstorming for another game, but that's just not the case. the Gaming Industry has a lot of information to share with each other. there's so much more you can learn from the Development experiences of hundreds of thousands of people versus just your own team. this isn't a classroom, looking at what other people is doing is a good idea, even encouraged. if there's a great idea somewhere, it could help out your own game, on both the Development and Consumer side. which is what David Rosen showed in that Conference. a different way to think about Animation. one that's more open. one that's more connected to the game around it, rather than being created in a vacuum. best of all, one that looks better, easier to create, more flexible, all of the good stuff. these are the kinds of things that are why 'looking at everyone else's test' is actually a great part of the Games Industry, that we can share breakthroughs for everyone's benefit. Edited February 9, 2015 by taiiat Link to comment Share on other sites More sharing options...
Vanadium Posted February 12, 2015 Share Posted February 12, 2015 (edited) Well, time to bump again. Dat Movement 2.0 is Around The Corner™ after all. Edited February 12, 2015 by Vanadium Link to comment Share on other sites More sharing options...
unknow99 Posted February 12, 2015 Share Posted February 12, 2015 I'd be disappointed if Parkour 2.0 doesn't introduce mechanics like this. They said themselves that the videos about procedural approach has been viewed in their offices... Link to comment Share on other sites More sharing options...
unknow99 Posted February 12, 2015 Share Posted February 12, 2015 (edited) Ya this video went around the office a month ago or so(animation department anyways)... its very impressive. I will put it in the hands of the programmers, thanks for the post Is this video still in the hands of the programmers after 8 MONTHS? Is this what mr Geoff is working on? People want answers. They really want answers. Just look at this thread : https://forums.warframe.com/index.php?/topic/119650-parkour-has-been-ignored-for-too-long-and-the-current-directional-melee-is-killing-it-even-further/ This thread is 1 year & 4 months old. It is 53 pages long. The original post has 1200 upvotes. Spy missions are the first steps towards better Stealth. Nice,because the community has been waiting for 8 updates to see Stealth improvements(and is still waiting for more tweaks). What is the Status of revamped Parkour?! Last devstream, mr Scott was worried about the stuff mr Geoff is planning to add. What is it?!! Edited February 12, 2015 by unknow99 Link to comment Share on other sites More sharing options...
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