Wasn't as fun as the e3 trailer, but still excited to see where it'll go.
[QUOTE=Hilton;52957795]Some of those animations look so stiff[/QUOTE]
Makes me think of a 4th wall breaking game that would start out with a protagonist with seemingly stiff animations but then a bunch of guys with flawlessly fluid animations would walk into the room and reveal that the stiff animation dude just likes pretending that he has stiff animations.
Also that train seems incredibly cool to me for some reason, maybe because functional trains like that are not that common in games, just seems refreshing.
hands down one of my most anticipated games in recent memory. metro is one of my favorite franchises and i lost my shit when they announced this at e3
[QUOTE=genkaz92;52957847]Also that train seems incredibly cool to me for some reason, maybe because functional trains like that are not that common in games, just seems refreshing.[/QUOTE]
don't summon him...
[QUOTE=Keychain;52957866]hands down one of my most anticipated games in recent memory. metro is one of my favorite franchises and i lost my shit when they announced this at e3[/QUOTE]
It certainly possesses rich immersion, it definitely gets game feel right.
[editline]8th December 2017[/editline]
[QUOTE=ZombieDawgs;52957870]don't summon him...[/QUOTE]
Summon who? *nervous chuckle*
[QUOTE=Hilton;52957795]Some of those animations look so stiff[/QUOTE]
I mean those third person animations will never be used, they're just for the trailer so that may be why they're not as polished as actual AI animations.
bring in the trilbyyyy
[QUOTE=genkaz92;52957847]
Also that train seems incredibly cool to me for some reason, maybe because functional trains like that are not that common in games, just seems refreshing.[/QUOTE]
[t]https://puu.sh/uyXeN/b212005a5a.jpg[/t]
Yo i gotcha.
I love it too, but the rig on that thing is pretty bad. The eccentric crank is rigged as "solid", parented to the driving rod, wheras it should be parented to the drive wheel. Which leads to an unsolvable IK problem, as the radius rod can only suit the eponymous radius of the eccentric crank, so that stretches out and breaks, and forces the main drive rod to fall out of the crosshead. And the piston is IK'd to the crosshead, but constrained to one axis (and i think it "spends" the stretch bone too) so it jitters around too. Though given that behaviour, it could be a massive pile of "Track to" constraints, which would also explain that breakage.
[IMG]https://cdn.discordapp.com/attachments/164885247220121600/388902516940865536/1.gif[/IMG] [IMG]https://cdn.discordapp.com/attachments/164885247220121600/388902551627497472/2.gif[/IMG]
Also the wheel rotation isn't mathematically linked to distance traveled, and it's so easy to fix. Find the diameter of the wheel, multiply that by PI, divide it by 360 degrees, make a script that rotates the "master" wheel one degree per unit traveled, and there you go. But they didn't do that.
[CODE]var / 0.5016488269268270238333285756373 + 2[/CODE]
Like boom, there's a python script that'll do it, [URL="http://polycount.com/discussion/192126/wip-stubby-bob-roadkill-ford-f6-project-truck"]taken from my Stubby Bob[/URL]. (Though the units are meters and radians, as opposed to the local engine unit and degrees). Or make a tinned animation at an arbitrary framerate, that moves X distance per frame, and scale playback speed based on the world movement.
I could fix all of that within an hour and it's really bugging me that the same problems from the reveal are still in those hero shots a year on. They're such basic rigging issues, and i'm amazed a studio that can crank out that much quality stuff can't figure it out. Fuck, i'll take the job, i'll rig the whole thing in a day no problem.
Dude you totally could, I just felt that the feel of the train itself was nice and how it was steaming off into the distance.
But yeah contact them or some shit, why not? It's kind of like having a historical adviser on a movie set except it's a train adviser.
Can't wait. Played the original games a dozen times.
instantly recognized the metro theme
So the game will follow the Metro 2035 book quite closely, I wonder if it will follow the [sp]CONSPIRACY EVERYWHERE[/sp] theme.
[QUOTE=DaBeaver;52960310]So the game will follow the Metro 2035 book quite closely, I wonder if it will follow the [sp]CONSPIRACY EVERYWHERE[/sp] theme.[/QUOTE]
Wasn’t Last Light something of an adaptation of 2035 or vice versa?
[QUOTE=The_J_Hat;52960353]Wasn’t Last Light something of an adaptation of 2035 or vice versa?[/QUOTE]
Only Metro 2033 is an adaptation. Last Light doesn't make mention of 2034's plot IIRC. Last Light happened in the book canon albeit with some major differences in the year 2034, and Exodus is probably going to wrap up everything that happened in 2035 in the first few levels judging by the trailer.
[QUOTE=The_J_Hat;52960353]Wasn’t Last Light something of an adaptation of 2035 or vice versa?[/QUOTE]
Pretty sure Last Light caused 2035 to be written in the first place
[QUOTE=Hilton;52957795]Some of those animations look so stiff[/QUOTE]
You mean like [B]this[/B] guy?
[IMG]https://image.prntscr.com/image/OPuh8XEpSDW09TXbkdtSDQ.png[/IMG]
so it's back to nuclear winter again? or does the world have actual seasons now?
maybe, but keep in mind that the only location shown here was Moscow. the end though, along with the previous trailer shows much less frozen areas
Possible release date? The characters under the METRO logo show "AUG8TH" when paused at the right time, around 1:57
[t]https://i.imgur.com/rkiqdJK.png[/t]
[QUOTE=AbbaDee;52960401]Only Metro 2033 is an adaptation. Last Light doesn't make mention of 2034's plot IIRC. Last Light happened in the book canon albeit with some major differences in the year 2034, and Exodus is probably going to wrap up everything that happened in 2035 in the first few levels judging by the trailer.[/QUOTE]
Doesn't 2034 follow Hunter?
2034 follows Hunter, Homer, and a tweenager who's in love with Hunter.
Also, Exodus takes place in all four seasons IIRC. The first trailer took place in the later stages of the game according to an interview, so if they reach Vladivostok or wherever it'll probably be winter by that time.
GLORIOUS TRAIN OF SOVIET STEEL.
[QUOTE=Trilby Harlow;52957947]Also the wheel rotation isn't mathematically linked to distance traveled, and it's so easy to fix. Find the diameter of the wheel, multiply that by PI, divide it by 360 degrees, make a script that rotates the "master" wheel one degree per unit traveled, and there you go. But they didn't do that.[/QUOTE]
This one bit might be intended, steam locomotives did have huge a huge wheelslip problem, especially in the winter.
But yeah the rigging on the rods is visibly broken.
i doubt it, since it's much too fast in the pacing shots too.
How much you wanna bet that each wheel is manually keyed, with no copy rotation constraint at all
yeah nvm, the leading wheels wouldn't slip either way :downs:
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