gell Posted April 22, 2013 Share Posted April 22, 2013 (edited) As an animator working in games, I'm all too familiar with the difference between what I animated and what happens by the time a designer adds that animation to the game. Sometimes I have control over this. Usually the designer gets it in game and that's when I realize they had to tweak the timing on things to make it fit whatever design they had, or changed it to. This is a log of all the animation in Warframe that bugs me, but only the stuff that affects game play, because we'll dance that dance till the end of time. Before I start, I want to say that the animation in Warframe in general is very good. It's just the difference between game play events and animation that have issues, and sometimes just animation tricks. - The end of the reload animation for the AKLATO and LATO Vandal don't match the end of the actual reload. When the animation is done moving, the reload circle is maybe 95% done. The animation should not end before the code is ready for input. This makes me switch weapons too soon. I realize the circle is THE GOD'S TRUTH, but the animation would do well to match. If you have to err on one side or another, err on the side of the animation finishing after the actual reload is done in code. (This probably happens with other guns, but those stand out right now.) - Everyone knows it, and even DE has made fun of it in the first live stream: After knockdown, the getting up animation takes too long, and perhaps a bigger offender, it looks like it's done about 0.5 seconds before you're allowed to do anything. When I animate, if the pose is very similar to the idle pose (or whatever pose you're returning to), then the animation is done and the action is done. You can't make the player stand up slowly, then look like they are idle, but shift their feet for another 0.5 seconds before control is given back to the player. It feels awful. Either the getting up time needs to be shorter (please) or the animation needs to LOOK longer (I don't prefer this, but it'd be better than it is now). That way it doesn't look like my space ninja is picking his nose for almost a second before I can move him again. Once again, it's better to err on the side of the animation looking like it's interrupted, rather than standing there without control of my character. Ideally, these would match perfectly. This doesn't go into the other options for getting up, as that is another matter. Working with what we have though, getting up eases out way too much. - Unequipping melee. I get it. When my character is holstering her swords onto her back, it's swapping from weapon models in her hands to weapon models attached to her body. There's no elegant solution to this in modern game animation, but that's why we, as animators, cover these things up. I'll use my current Warframe Banshee as an example. After using the dual heat swords, Banshee puts her arms behind her back to attach the swords to her body. The problem here is that when her arms go back, they go in quickly, then ease out into the pose where the swords snap to her body. This looks really bad, because you can see the seam between when the swords are despawned (or other method involved, not sure which method WF uses) and the moment when the swords appear attached to her model. What should happen is Banshee whips the swords out, pauses for a second, and quickly moves the swords where they need to go. The frames right before the seam should be large gaps. This covers up the seam between hand and body. There should be no frame before the seam where the hands are really close to the body. If you want those arms to ease out, you can do it after the swords are on her body. The player won't notice this trick. Since I have to stare at my frame's back all day, it bugs me all day. This is just a pipe dream, but maybe you guys can get a little physics blended animation, just for deaths (when it won't matter as much if physics messes up; door+ragdoll anyone?). When I shoot a guy and he falls down dying, it shouldn't go from animation of guy running to floppy ragdoll. There should be at least half a second of the guy falling down with some purpose. Perhaps the only time he should go 100% limp is if his head explodes. If an indie game like Overgrowth can do it, surely DE can work in some of this into their Evolution engine. Hopefully PhysX allows it. I may add more as I remember them. Edited April 22, 2013 by gell Link to comment Share on other sites More sharing options...
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