Thứ Sáu, 23 tháng 8, 2013

Friday Animations Galore

Less Blog More Code

I had planned a two target strategy today, cracking the rest of the animations for the state engine and sorting out some Occlusion experiments as I need to make a decision on how we handle occlusion in the engine.

Our character volunteered to do the occlusion but he kinda missed the point...

I spent so much of Friday on animations, I simply ran out of time on the occlusion stuff :(  The good news is that aside from stairs and ladders, ALL the animations in the character are now assigned a place in the massive state engine for behaviors, which means everything from sitting in a chair all the way through to combat, crouch and swimming. Rather than wax lyrical, here is the finished set of animations assigned to their main states.

Crouch:
27=PISTOL-STAND-TO-CROUCH:1630:1663
28=PISTOL-CROUCH-IDLE1:1670:1819
32=PISTOL-CROUCH-STRAFE-FB:2075:2131
31=PISTOL-CROUCH-STRAFE-LR:2015:2072
29=PISTOL-CROUCH-IDLE2:1825:1914
30=PISTOL-CROUCH-RELOAD:1920:2010
33=PISTOL-CROUCH-RUN:2135:2153
47=PISTOL_CROUCH-WAVEFORWARD:2460:2510
48=PISTOL_CROUCH-GRENADETOSS:2520:2555
34=PISTOL_ROLL-TO-CROUCH:2160:2216
35=PISTOL-ROLL-TO-STAND:2225:2281
36=PISTOL-VAULT:2281:2334
62=IMPACT-CROUCH-FORWARD:5240:5277
63=IMPACT-CROUCH-BACK:5290:5339
64=IMPACT-CROUCH-RIGHT:5350:5395
65=IMPACT-CROUCH-LEFT:5409:5466

Patrol:
21=PISTOL_WAYPOINT_RELAXED:1290:1320
19=PISTOL_IDLE_RELAXED1:900:999
20=PISTOL_IDLE_RELAXED2:1000:1282

Combat:
3=PISTOL_IDLE_READY_1:100:205
4=PISTOL_IDLE_READY_2:210:318
5=PISTOL_IDLE_READY_3:325:431
6=PISTOL_IDLE_READY_4:440:511
22=PISTOL_WAYPOINT_VIGILANT:1325:1419
10=PISTOL_WALK_FORWARD:685:707
11=PISTOL_WALK_BACK:710:735
12=PISTOL_WALK_LEFT:740:762
13=PISTOL_WALK_RIGHT:765:789

Stood:
37=PISTOL-MELEE:2340:2382
66=DOOR-BREACH:5511:5553
23=PISTOL_STARTLED:1425:1465
7=PISTOL_RELOAD:515:605
24=PISTOL_WAVE-FORWARD:1470:1520
38=GEN_GRENADETOSS:2390:2444
14=PISTOL_RUN_FORWARD:795:811
15=PISTOL_RUN_LEFT:815:830
16=PISTOL_RUN_RIGHT:835:850
8=PISTOL_SIDESTEP_LEFT:610:640
9=PISTOL_SIDESTEP_RIGHT:645:676
17=PISTOL_STRAFE_LEFT:855:871
18=PISTOL_STRAFE_RIGHT:875:892

Unarmed:
39=GEN_IDLE1:3000:3100
40=GEN_IDLE_CONVERSATION:3110:3420
52=GEN_CONVERSATION_EXPLAIN:4260:4464
53=POINT_FORWARD:4470:4535
54=POINT_RIGHT:4540:4605
55=POINT_LEFT:4610:4675
56=POINT_BACK:4680:4745
41=GEN_IDLE2:3430:3697
43=GEN_WALK:3870:3900
44=GEN_RUN:3905:3925

Chair:
42=GEN_CHAIR_SITTING:3710:3862

Swim:
45=GEN_TREADSWIM:3930:4015
49=GEN_SWIM:4030:4072

Death:
57=GENERIC_DEATH:4800:4958
58=IMPACT-FORWARD:4971:5021
59=IMPACT-BACKWARD:5031:5090
60=IMPACT-RIGHT:5101:5160
61=IMPACT-LEFT:5171:5229

In Cover:
25=PISTOL_PEEK_RIGHT:1525:1573
26=PISTOL_PEEK_LEFT:1580:1623
50=PEEK_CORNER_GRENADE_RIGHT:2570:2668

51=PEEK_CORNER_GRENADE_LEFT:2680:2778

So these are the animations so far. In coding them up, there are a few missing ones like idles for cover positions and a few loops that don't mesh perfectly, but these can be caught in the fine tuning stage.  For now, I am happy that our character is animate and ready for the game play ;)

Signing Off

The weekend looms, and I plan to continue coding through to get a little more done before Monday.  Now the character is linked to his state graph, it should be a very smooth process of linking him to the AI bods from DarkAI now and start to see some seriously realistic reactions as the guy runs around the scene.

I am also tempted to rip out the entire weapon system from FPSC classic and make it a separate module so I can clean it up and start to improve it. The classic had some seriously cool mods added to the weapon systems thanks largely to Errant AI and FPSC community modders who demanded a vast array of features to compliment the new weapons from later packs.  So many in fact I seriously lost track of the full capabilities of the thing and now I need to re-acquaint myself.  Stuff like dual-wield, multiple weapon modes, ammo switching, iron-site and who knows what else are buried in there and I need to drag it out into the light and formalized.  We only have about eight weapons for the first release, but they will be bristling with features from the get go, using all the fancy stuff we have to date.  I don't just want Reloaded to look good, but provide the level of flexibility that creates awesome game play and the attributes of the player's arsenal will be key to this goal.

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