Parkour Animations

Post » Sun May 29, 2011 1:36 am

Has anyone noticed in any parkour animations, that it just doesn't seem nice ?
For example, when climbing on anything, ledges OR rails, the animation is the same, i would expect, for such a nice game, that the hand itself would grab onto the rail? - a different animation? And for example on climbing rails, the hands don't necessarily be on the rails, it doesn't look nice :s

Also the vaulting, :s I'm not too sure of the animations either :s there seems to be the same animations for different scenarios- climbing over ledges, or rails....etc.

I mean Ive been playing crysis 2 and i wouldn't say the climbing animations are perfect, but most of the time it will be as if your hands were on the actual ledge, grabbing it.

Watch the video if you wana check for sure?

http://www.youtube.com/watch?v=8DjrUVcI-lI&feature=channel_video_title

I mean this is what I thought and is causing me a bit of concern, anyone has a bit of knowledge of how it'd work??
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Batricia Alele
 
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Post » Sat May 28, 2011 8:46 pm

Have you seen the command-post animation..? :P

Your character in TPS taps the buttons IN THE AIR, AWAY FROM THE COMPUTOR - looks really, really silly :P
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Syaza Ramali
 
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Post » Sun May 29, 2011 12:38 am

You're forgetting Daniel has 2 free hands. Your character has a gun in one. Also, Speaking from experience, It's quite possible to fault by simply putting one palm on the surface of what you will fault over and just take a big jump with your legs rather then your arms pushing you off to gain momentum in that respect. As for the grabbing of rails, Yeah so the character animation doesn't exactly 'Grab' the rail to go over it. Oh well, The movement itself is what you should be worried about. Getting from point A to point B smoothly, Which looking at that video, Seems to be working quite well. Minor animation flaws aren't anything to fret over.

Edit: 0:37 in the video, See, He doesn't grab anything, He just uses the momentum of the jump and catches himself with his palms and keeps going. Sure he pulls himself up a little while doing it, But i mean come on, Only so much can be perfect in one game.
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Sheila Esmailka
 
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Post » Sat May 28, 2011 5:55 pm

Biggest difference with Crysis2 and Brink is that Crysis2 has canned animations and pre-set grab ledges, Brink does not.
I've found a few spots that I could not grab in Crysis2 because devs obviously didn't think about my selected path, frustrated the hell out of me. Same goes for when I can't cancel the animation and get shot during it.
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Naomi Lastname
 
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Post » Sat May 28, 2011 11:01 pm

I too thought the parkour animations were a bit lazy, it often looks like you're suspending yourself from some invisible floating bar, but I'm sure it's hardly noticeable in play. Rather they released the game now than took the extra few months or whatever to iron out some precise animations.
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The Time Car
 
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