To be honest, the knife idle "animation" bothers me the most. The gun ones are passable.
Halo: Combat Evolved had some tight animations. Most newer Halo games just have really awkward and fast ones, to me at least.
[QUOTE=FuzzyPoop;37369840]A couple of years is enough time to polish anything, a few gun animations are not that time consuming, even when you have 40 or so of them.[/QUOTE]
why the fuck would they make the animators do more than they need to? that'd detract from the budget of the game overall.
op is just a nitpicker who wants all of his reloads to be ~matrix awesome slowmo mag flip~
The CS:GO animations just look like the animator didn't really know what to make it look like (the glock comes to mind, the animations don't feel stiff, jerky or unfinished, they just seem unrealistic and illogical, but smooth enough. Really it feels as if it's the animator being bad but at least it looks like he's doing his best.
Borderlands had a lot of half assed stuff, not only animations, same goes for most of Bethesda's stuff.
I think that for example Far Cry 2 had some pretty good animations.
But I agree that for example borderlands is a massive turnoff for me personally.
To be fair, I can imagine getting proper animations working with the "dynamic weapons" thing is quite hard, tho.
[QUOTE=mixshifter;37366100]They're only distracting because they're different. You'd get used to seeing it if it were officially in a game. CS:GO's pistol animations cover the screen if I recall correctly.[/QUOTE]
No actually, it really is just distracting. It looks like something out of CoD, which also has ridiculous animations.
How would this even work in third person? Is the person waving the gun around in front of their face or something? It's pretty, OK, but it's just absurd.
Lol Goldeneye gun "animations" consisted of the gun slightly falling off the screen and then coming back up again so it's come a long way in any case.
[QUOTE=Zero Vector;37364268]If you'd like some examples of good, fluid animations, take a look at broke's anims:
It's so much more fluid and believable[/QUOTE]
Fluid, yeah. Believable? If I'd never reloaded a firearm with a magazine in my entire life, maybe. Believe it or not humans manipulating mechanical objects at high speed tend to be "stiff" and "robotic". That first animation looks like it came out of an anime and the second [URL="https://www.youtube.com/watch?v=yC3EmQwv8hk"]looks nothing like a person reloading that rifle.[/URL]
Some of us don't want to watch our characters hold their guns like live fishes when we're playing an FPS, we want them to just reload the damn thing.
[QUOTE=POLOPOZOZO;37371189]Lol Goldeneye gun "animations" consisted of the gun slightly falling off the screen and then coming back up again so it's come a long way in any case.[/QUOTE]
or the old G3/SG 1 in CS and CS:S where he'd just pull the mag out, lower it slightly and stuff it back in again
[QUOTE=Mastahamma;37371339]or the old G3/SG 1 in CS and CS:S where he'd just pull the mag out, lower it slightly and stuff it back in again[/QUOTE]
The Galil did that too, still does actually.
The CS:GO animations look absolutely fine to me, if anything they're far better than in CS:S.
Far Cry 2 is pretty boss with the animations imo.
[media]http://www.youtube.com/watch?v=aUx9vmJxP4Y[/media]
[QUOTE=No Party Hats;37370291]why the fuck would they make the animators do more than they need to? that'd detract from the budget of the game overall.
op is just a nitpicker who wants all of his reloads to be ~matrix awesome slowmo mag flip~[/QUOTE]
Can't you realize that you can have good quality animations that are not flashy? (Check Cry of Fear anims on the first page)
And as other people (actual animators) said, the animations really don't take that long.
So I am curious why some hobbyists can pump out really good animations in a reasonable time, even from a game development perspective.
[QUOTE=Flubadoo;37371453]Can't you realize that you can have good quality animations that are not flashy? (Check Cry of Fear anims on the first page)
And as other people (actual animators) said, the animations really don't take that long.
So I am curious why some hobbyists can pump out really good animations in a reasonable time, even from a game development perspective.[/QUOTE]
yeah, tripwire (like said before) is realistic and good.
I'd like to see some realistic mag flipping animations though, like the ones taught in classes where you ID the chamber first, flip the mag out, then insert a new mag.
[QUOTE=trotskygrad;37372006]yeah, tripwire (like said before) is realistic and good.
I'd like to see some realistic mag flipping animations though, like the ones taught in classes where you ID the chamber first, flip the mag out, then insert a new mag.[/QUOTE]
especially in games that support 30 in the mag + 1 in the chamber aka when you do a mag dump you reload and get 30 rounds but if you reload halfway through a mag you get 31 since there's still one in the chamber
CS:GO is not that type of game though
I mean honestly though I'm still not seeing what is terrible about CS:GO's animations, every time I boot up the game I'm not bothered by anything in particular
I loved the animations in Crysis 2, everything felt very fluid. Jumping up to climb ledges was great, along with all the weapon animations.
Left 4 Dead 2 is one of the worst animated games in recent years
[url]http://www.youtube.com/watch?v=zbaZLZRFmrU[/url]
[url]http://www.youtube.com/watch?v=igDPvDGAHTw[/url]
[url]http://www.youtube.com/watch?v=aZfkRP0lGe4[/url]
If we take a look at default first person animations... clipping, bad rigging,flickering, static and huge weapons
Now look at l4d1, is brilliant.
[video=youtube;66Nidu4IH7A]http://www.youtube.com/watch?v=66Nidu4IH7A[/video]
i didn't like the L4D series especially since L4D2 was glorified DLC
ehhhh, l4d always seemed inferior to me. Pistols seemed jumpy.
perhaps because I play a shitload of KF so my standards are up there.
Payday: The Heist
now that's a game that could use better animations.
the best animations i have seen thus far in games are for me
Mirrors Edge and sleeping dogs
as well GTA IV
you know the thing that probably annoys me most in shooters is usually how ironsights look
obviously not applicable to CS:GO but like STALKER was bad with having really oddly proportioned iron sights or plain badly adjusted
also how the ironsights in borderlands 1 worked - they looked bad, weren't used properly, weren't even proper ironsights...
I think the animations that bothered me the most were the melee attacks in Borderlands.
Your gun just disappears when you melee, and reappears when you finish it.
I don't mean that the gun drops out of view, it literally just blinks in and out of existence.
[editline]23rd August 2012[/editline]
[QUOTE=Protocol7;37372533]you know the thing that probably annoys me most in shooters is usually how ironsights look
obviously not applicable to CS:GO but like STALKER was bad with having really oddly proportioned iron sights or plain badly adjusted[/QUOTE]
The way your arm bends to weapons in STALKER just seemed odd to me.
[QUOTE=Protocol7;37372533]you know the thing that probably annoys me most in shooters is usually how ironsights look
obviously not applicable to CS:GO but like STALKER was bad with having really oddly proportioned iron sights or plain badly adjusted
also how the ironsights in borderlands 1 worked - they looked bad, weren't used properly, weren't even proper ironsights...[/QUOTE]
what's a game with good ironsights then
[QUOTE=trotskygrad;37372585]what's a game with good ironsights then[/QUOTE]
Killing Floor does them pretty well. The CoD series obviously. Borderlands 2 looks much improved in that department.
I mean, aside from the gun moving right into perfect ironsight position with the perfect sight picture in a half second, the actual ironsights worked well, serve a purpose and are (mostly) correct
A bit late, but games really shouldn't be all about "OH LOOK AT OUR FLASHY ANIMATIONS AND GRAPHICS AND DURR, IGNORE OUR SHIT GAMEPLAY" but should be more about "See how fun our game is to play? Ignore the lack of attention we put into something that doesn't even matter anyway."
[QUOTE=Baconator 7;37372817]A bit late, but games really shouldn't be all about "OH LOOK AT OUR FLASHY ANIMATIONS AND GRAPHICS AND DURR, IGNORE OUR SHIT GAMEPLAY" but should be more about "See how fun our game is to play? Ignore the lack of attention we put into something that doesn't even matter anyway."[/QUOTE]
well animations do matter but not enough to complain as bad as people are about CS:GO for example
borderlands I can see legitimate complaints being hedged against but not CS:GO
[QUOTE=Protocol7;37372748]Killing Floor does them pretty well. The CoD series obviously. Borderlands 2 looks much improved in that department.
I mean, aside from the gun moving right into perfect ironsight position with the perfect sight picture in a half second, the actual ironsights worked well, serve a purpose and are (mostly) correct[/QUOTE]
Cod series sacrifices "correctness" for clear sight pictures
for example
real:
[img]http://upload.wikimedia.org/wikipedia/commons/thumb/4/4d/Visierlinie.jpg/611px-Visierlinie.jpg[/img]
cod4:
[img]http://www.gamereplays.org/community/uploads/post-75275-1195890418.jpg[/img]
same applies to the SCAR series rifle in CoD, they often like to just hack off the top half of the sight for improved clarity.
Then when a game like Rising Storm comes along that uses historically accurate sights
"omfg sights so bad, play cod instead"
To OP:
I find your nitpicking here. In Counter-strike GO, the animations are fast and stiff because it's a very fast paced game. In real life it takes much longer to reload a weapon or to switch weapons or to go from a sprint to a crouch and headshot someone 100 yards away. The animations look jerky because if they made them fluid for a .5 second animation or a 1.5 second loop animation, what would be the point? It would be more work for nothing.
And this goes for any game out there. The animations are not designed to be realistic, if they were your character would be swinging his gun around like a lunatic and take forever to get things done. They are made to function, and that's what they do. Personally I think they are fine. Do I think that knife animations should move a lot more while running? Sure, but why? I'm running for a few seconds at a time and odds are i'm going to get my head blown off moments later anyways.
In games where realism is #1. Where you're character takes a few seconds to prone, a few seconds to reload, etc. Then they have more time for each animation that needs to be filled in. And thus appear to be more detailed. When in reality, they are slower versions of other faster paced games.
[QUOTE=trotskygrad;37372858]Cod series sacrifices "correctness" for clear sight pictures
same applies to the SCAR series rifle in CoD, they often like to just hack off the top half of the sight for improved clarity.
Then when a game like Rising Storm comes along that uses historically accurate sights
"omfg sights so bad, play cod instead"[/QUOTE]
Realism wasn't really a point I was trying to make, it was more just like the ironsights are there, effective, and serve a clear (although usually artificial) purpose
And to be fair there are aftermarket open HK rear sights
[QUOTE=RichyZ;37370240]
idk maybe its just because i frequent shooting ranges a lot, but i really fucking hate seeing that "whoop flippin dat gun and throwing the mag between my hands like a pr0 and slapping it in" shit in games, its so pointless and even dangerous
[/QUOTE]
And CS:GO is exactly like that with the deagle and most pistols ? the rest is robotic and only a few are actually decent.
You're still overlooking the fact that a modder with a few hours can make top-quality work while some rich as shit companies are too lazy to do so. Let's say you have to do 45 gun animations, with 4 hours working on each, that's 180 hours total, 280 if you want to be really generous with the possible remaking and fixes, that's just ? what ? less than 2 months working 5 hours a day ? Considering how your average game takes two or three years, it's just a small fraction of total development, and that's for a single man, assuming he's decent at his work.
There's literally no reason to overlook animations unless you're a too poor to feed his family kind of indie dev.
Also your hands are fucking huge in CS:GO, what's up with that ? reminds me too much of COD, and even COD didn't have gorilla hands like this.
[quote=guy]I find your nitpicking here. In Counter-strike GO, the animations are fast and stiff because it's a very fast paced game. In real life it takes much longer to reload a weapon or to switch weapons or to go from a sprint to a crouch and headshot someone 100 yards away. The animations look jerky because if they made them fluid for a .5 second animation or a 1.5 second loop animation, what would be the point? It would be more work for nothing.[/quote]
Then fix it by shortening the anims instead of making them faster ? let's take the AK, it could be solved by removing and putting in another magazine instead of cocking the damn thing at every reload, it's like that in CSS and it looks absolutely fine.
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