any character animations you think should be improved?

Seconding the wobblyness of the Templar's running animation. His upper torso seems to sway a lot from side to side while running. Big back attachments highlight this silly looking swaying very well. Another example is the Gem-powered Armour MTX, where the top two glowing gems on the chest (nipples) also make the swaying very apparent.
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Ari написал:
Going to be doing a polish pass on the character animations soon.
any animations you guys think are particularly lame?


Hi Ari, any updates in the works?
Hi

How about fixing the clipping issues one gets when they purchase a mtx and try it out on different character models, notably the duelist with ornate pilgrim hat and with hat?, please and thank you.

cheers
Conan: Crush your enemies. See them driven before you. Hear the lamentations of their women.
Never dance with the Devil because a dance with the Devil could last you forever...
-I thought what I'd do was,I'd Pretend I was one of those deaf mutes-
Nullus Anxietas:)
U guys have made so much awesome wings recently, but Unfornately just like the other wings before them, they look so much great and natural until the character MOVE, yup! Movement destroy everything from the wings, while the character is moving, the wings look so freaking blocky, just like a piece of carton which was stuck to the character's back by super glue and look unnatural so far, as you can see in the case of DECIDE WING (either the other wings). So how to make them look to be natural? You have to give them the right to do what they're made to do: FLY. Yeah! you guys need FLYING ANNIMATION for our characters, let the wings drive the character not the character drive the wings. Consulting from the other games which have the great FLYING ANNIMATION is appreciate, EXP: MU Webzen. Thanks for reading, hope to see Flying Exiles fulfil the sky in the near future!!!
Marauder looks really weird in most animations he has, 2h weapons he walks like he needs to take a dump, dual wielding weapons he holds them in a very bizarre stance. Overall his movement is pretty stiff too.
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toriorion113 написал:
U guys have made so much awesome wings recently, but Unfornately just like the other wings before them, they look so much great and natural until the character MOVE, yup! Movement destroy everything from the wings, while the character is moving, the wings look so freaking blocky, just like a piece of carton which was stuck to the character's back by super glue and look unnatural so far, as you can see in the case of DECIDE WING (either the other wings). So how to make them look to be natural? You have to give them the right to do what they're made to do: FLY. Yeah! you guys need FLYING ANNIMATION for our characters, let the wings drive the character not the character drive the wings. Consulting from the other games which have the great FLYING ANNIMATION is appreciate, EXP: MU Webzen. Thanks for reading, hope to see Flying Exiles fulfil the sky in the near future!!!
Another thing that would help wings look more authentic is if they were mildly affected by physics. Not to the extent of cloaks, but enough to give the impression of wind resistance and fluidity.

On a different note, Heavy Strike and many other attack skills could really use some animation variety, like how some basic attacks randomly swing left/right/down/etc.
Последняя редакция: PoofySleeves. Время: 30 авг. 2017 г., 0:50:11
Not sure if this thread is actively observed by GGG but I think some of the death animations of mobs could use work. Since they aren't going the way of pure ragdoll physics, which could make things fun by the way, there are a few in particular that are just silly:

- The blink-ninja guys who do a perfectly executed backflip when they die.
- The blackguard females don't appear to abide by the basic laws of physica and gravity the way their male cohorts do.
- The tentacle miscreation mobs (the melee ones) become pancakes when they die. Like a flattened character model. They aren't the only ones but it's the most obvious with that particular model.

Would ragdoll physics be a possibility? It would certainly create the means to clean up certain areas littered with corpses clipping like a bethesda forest, plus it would make a really interesting dynamic for corpse explosion builds and the like.

Short version: Many mob death animations are clunky and something close to comical.

The Witch's spell channelling animation (the one where she holds out her off-hand) would look more polished if, when wielding a weapon in her off-hand, she points the weapon forward as if casting from it (instead of holding it sideways like she currently does).

When she's using a shield, it looks fine if she's using an int shield (it looks like she's casting the spell from the shield), but non-int shields look odd at that angle. Maybe she could hold non-int shields upright so it looks like the spell is coming from the middle of the shield?

IMO of course.
Последняя редакция: PoofySleeves. Время: 25 апр. 2018 г., 10:25:49
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Последняя редакция: JesusFightsNaked. Время: 28 июня 2018 г., 20:46:46
Templar looks stupid with his long neck and watching up in the sky
Look how Awesome my MTX Marauder RF looks

https://www.pathofexile.com/forum/view-thread/1695395

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