Why haven't we seen player animations other else than HL2:DM?
12 replies, posted
In any gamemode I've played, the player models always use HL2:DM animations, even when the games involve deathmatching or use CSS models. I could be a little bit too general, but I think it's agreed that the HL2:DM animations look crappy, awkward, and stupid and are in general inferior to CS:S animations. We already know that animations from other games can be incorporated into GMOD, such as this TF2 gamemode for Garry's mod.
[media]http://www.youtube.com/watch?v=ztYN-FEOLSY&feature=channel_video_title[/media]
We also know that CS:S animations work in Garry's mod if you have ever used the model manipulator and replaced an NPC with a CS:S playermodel. Is it due to just laziness that most people don't want to use CS:S models? I'm pretty sure an easy workaround for the newton launcher, RPG, and crowbar in TTT if CS:S animations are ever incorporated is to swap the CS:S model rigged to the skeleton in place with the CS:S model rigged for HL2:DM animations.
NPC animations are also great.
If you want to remake the hundreds of animations then go ahead.
You can use CS:S anims if you want, but why would you? Some of the gmod/hl2dm animations are actually from CS:S. All you'd be doing is limiting yourself.
I've never really seen a problem with the standard HL2:DM animations. Why fix what isn't broken?
I believe the difference between CSS animations and HL2:DM animations reside at the engine level. There was a pretty informative thread about it a while back.
[QUOTE=Jocken300;29053516]I've never really seen a problem with the standard HL2:DM animations. Why fix what isn't broken?[/QUOTE]
Apparently the people who made CSS thought there was something wrong with them considering they use an updated animation system.
Why lag behind?
[QUOTE=Slight;29059720]I believe the difference between CSS animations and HL2:DM animations reside at the engine level. There was a pretty informative thread about it a while back.
Apparently the people who made CSS thought there was something wrong with them considering they use an updated animation system.
Why lag behind?[/QUOTE]
Why limit yourself to the actual css player models when there's far more player models for the hl2dm skeleton?
[QUOTE=Disseminate;29052651]If you want to remake the hundreds of animations then go ahead.
You can use CS:S anims if you want, but why would you? Some of the gmod/hl2dm animations are actually from CS:S. All you'd be doing is limiting yourself.[/QUOTE]
Well it would be a lot more visually appealing to have smoother and nicer looking animations. It's the exact same thing why a lot of people like nice looking UIs or HUDs in their gamemodes. It does take time to implement but it looks better.
Also there is a LUA animation api
I think it's in part because the HL2 animation set is the most expansive. With the CSS and other animation sets not having as many different animations and blends.
Besides there's nothing wrong with HL2DM. I mean if you really want to bitch about something that's broken is the Jesus model which can occur in some instances, but apart from that it's better than some i've seen.
[QUOTE=~Kiwi~;29113695]I mean if you really want to bitch about something that's broken is the Jesus model which can occur in some instances, but apart from that it's better than some i've seen.[/QUOTE]
The ragdoll animation occurs with all models, not just HL2DM animations.
A change of animations would be cool, I'll admit the HL2:DM animations feel old and a little weird, but there aren't as many CS:S animations and blends as there are HL2:DM ones. Also the death match animations fit more of the player models more smoothly.
I think I was on a server a while back that tried to experiment with changing the animations, replaced some of the animations with ones from CS:S, and it looked cool and great, but quite a few of the models had limbs spaced to far apart, or the models clipping through themselves. If we want new animations, somebodies going to have to start from scratch.
The problem with the HL2:DM animations is that they feel very stiff and unnatural, not to mention the holdtypes being quite awkward for some weapons, like the pistol. The CSS animations look actually human, and flow very nicely, compared to HL2:DM's robot-like animations.
[editline]12th April 2011[/editline]
Even with the breathing animations added, this is still an issue.
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