FPS Aesthetics

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Re: FPS Aesthetics

Postby TheOtherChris » Thu Apr 07, 2011 10:40 pm

TOGSolid wrote:Oh, and could we ensure that the player's model is set so that the gun barrel of the actual player model has to be above whatever the player is shooting over? It drives me batty that most modern shooters tend to have player's shooting out of their faces.

I think the players' animations (both fps and 3rd person) should adapt to the terrain dynamically.

Here are my collected thoughts on the animations, illustrated through Antag porn and sometimes derailing into character animation:

When standing and running, you would utilize a Weaver/Krav Maga/Modern Isoleces stance (look at Bourne, Jack Bauer, Leo in Inception uses the whole Krav Maga shooting kit in the beginning of the movie, etc.).

When aiming in, since you don't have time to take careful iron sight aim much during the CQB of pistoling in Electric Boogaloo, you raise the gun into the CAR high stance (look at Splinter Cell: Conviction) which has you aiming with both eyes open and more estimating your shots than lining up the sights (from what I've read and seen about it, just like in Krav shooting). That means no "actual" iron sights for pistols, instead your crosshair (if it does not disappear entirely) narrows down to a wedge to emphasize the angle of the gun slide you are looking over. Rifles and big SMGs would have more intricate iron sight aiming.
It would look something like this in FP:
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Laser sight pointing where it will hit on the wall, not right in the sights. It'd look like this in 3rd:
Modern Krav/Isoleces:
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CAR "high stance":
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When turning slowly, the weapon should follow the body and stay in the idle stance (or aimed, respectively). When turning quickly, the animations should change to give it a more actiony feel (note: You wouldn't turn your gun like this without turning your whole body, usually, irl). When the turning ends and you settle for a direction, it resumes the normal stance. If you are in "iron sight"-mode, you would turn with the same stance 360 degrees.
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When using two guns, you would simply use outward animations for one gun and inward for the other, combined! Remember the game "The Getaway"? It had this feature and it was stylish.

The above animations would also be re-used for when strafing diagonally. Let's talk about the strafing aesthetics: When you run forward and look forward, the game should present this as you are looking where you are running, like usual in games. When strafing sideways, it would present it as you are aiming in one way and sidestepping. But when strafing diagonally (like, running with both the forward and right key, while shooting inwards against a target you are running past), the game should detect it as a turn, and present the turn animations so it looks like you are running in one direction while turning your torso/arm to the side (which is common in action movies new and old).
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First person, strafing left + forward

Then there's melee:
The 360 block/palm strike from Krav Maga looks like this, when holding a pistol/any small gun really:
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Antag liked this strike:
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Ofcourse, all of these animations would require some kind of tweening in order for characters to flow between them smoothly.

Kisses!
Last edited by TheOtherChris on Fri Apr 08, 2011 4:26 pm, edited 1 time in total.
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Re: FPS Aesthetics

Postby Shogi » Thu Apr 07, 2011 11:49 pm

Great breakdown. Can you do that for like...everything? That would make animating sooo much easier. :lol:

I think at this point it's important to remember that while tactical operator stuff is fuckin awesome, this game is going to be in the same vein as action movies where it was more about style than function. Just something to think about.

Also, you should be named protagonist.
Last edited by Shogi on Thu Apr 07, 2011 11:55 pm, edited 1 time in total.
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Re: FPS Aesthetics

Postby TheOtherChris » Thu Apr 07, 2011 11:55 pm

Sure, all it takes is an iPhone and an Antag.
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Re: FPS Aesthetics

Postby bryt » Fri Apr 08, 2011 10:10 am

That shit makes me wanna do all the first person anims. I would have a lot of fun making them "fit" the third person stuffs.

edit: if someone can send me a good pistol model (like a 1911, Glock, or something) i may go ahead and start blocking that sort of thing out. also, if you wanna see cool looking arms then send me an upper torso as well (otherwise i'll just use a stock model).
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Re: FPS Aesthetics

Postby Antagonist » Fri Apr 08, 2011 10:19 am

Stock models may work for proof of concept.

I wouldn't mind posing some more if it would help you all to animate. I only do non-nude. :-$
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Re: FPS Aesthetics

Postby TheOtherChris » Fri Apr 08, 2011 12:41 pm

bryitis wrote:That shit makes me wanna do all the first person anims. I would have a lot of fun making them "fit" the third person stuffs.

edit: if someone can send me a good pistol model (like a 1911, Glock, or something) i may go ahead and start blocking that sort of thing out. also, if you wanna see cool looking arms then send me an upper torso as well (otherwise i'll just use a stock model).

I'll send you one with levers and shit when I get back home. Use a stock model for torso?

EDIT:
Take your pick. None of them are rigged or unwrapped, lost those in a hard drive CATASTROPHE, sorry...
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Re: FPS Aesthetics

Postby mangaas » Fri Apr 08, 2011 1:31 pm

I really like that pistol whip animation. (Instead of just hitting with the butt of a gun.)
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Re: FPS Aesthetics

Postby Vino » Fri Apr 08, 2011 2:14 pm

I think it's too complicated, I don't know how well it will work out. But it's worth a shot, more stylish = better
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Re: FPS Aesthetics

Postby bryt » Fri Apr 08, 2011 2:37 pm

TheOtherChris wrote: Use a stock model for torso?

EDIT:
Take your pick.


yeah, i'll need hands and arms for the placeholder rig.. and i would prefer a body in general so i can animate with body awareness intact. but an upper torso would be sufficient. if i use a stock model i'll go ahead and get full body awareness working (being able to look down and see yourself). but don't worry about sending a character body unless you have something on hand, its not worth the hassle.

as far as the pistol models go, pick any of the non-revolver types. preferrably one that comes in pieces so i can rig it to move myself. I plan on doing this in Softimage so .obj .fbx .dae .xsi will all work. but if you send me any non-proprietary model format chances are i can convert it somehow (just don't send me a Maya scene or a .MAX file).

send the file zipped up to bryt@remnantcore.com
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Re: FPS Aesthetics

Postby Antagonist » Fri Apr 08, 2011 2:41 pm

Vino wrote:I think it's too complicated, I don't know how well it will work out. But it's worth a shot, more stylish = better

I think that this kind of melee attack works for a gun like the desert eagle or other heavier pistols. I propose that there'd be a few different melee smack animations for each weapon, just to keep it fresh. And you need some extra anims for them combo hits. :3
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Re: FPS Aesthetics

Postby bryt » Fri Apr 08, 2011 8:04 pm

the models Chris gave me were all pretty low-res and in single piece blocks, so making moving parts for the demo would require re-modelling. So if anyone out there has some good high-res models with separated parts feel free to send them my way. For now i'll just work with what I have. Think i'll start with the Desert Eagle.
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Re: FPS Aesthetics

Postby TheOtherChris » Fri Apr 08, 2011 9:00 pm

Hm, they read as single block? I exported them from C4D as separate parts, must be some kind of complication... they're grouped in C4D so maybe they read as a single piece because of that. But yeah, they're kinda old, I just figured if you needed something to get started with.
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Re: FPS Aesthetics

Postby Vino » Fri Apr 08, 2011 10:23 pm

Bryan, maybe there's a standard biped in the UDK that you can download and work from.
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Re: FPS Aesthetics

Postby bryt » Fri Apr 08, 2011 10:39 pm

i'm not worried about pipeline setup right now. though what I am creating will probably serve as a good prototype. i'm really not that familiar with UDK on the animation end, but I have reason to believe we can customize how we use it relatively well. so for now everything I have in XSI is being done with bone shadow animations, even the camera. we can worry about how to export it later.
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Re: FPS Aesthetics

Postby Shogi » Sat Apr 09, 2011 12:14 am

From the reading I've been doing, UDK supports imports straight from 3d programs. Seems to favor 3ds max and I would be truly shocked if there was no method for XSI.
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