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Character actions Enhanced

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» Fri might 02, 2014 4:28 to be


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This is a job to improve the character habits files to provide characters brand-new abilities and also improving computer animation feedback mechanisms.

You are watching: Character behaviors enhanced


This thread will certainly be used to file future developments. Feel free to request enhancements or come ask questions about Havok Behavior.
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Characters have the right to now assault while jumping, falling and landing. The animation transitions are fairly smooth and you don"t also need a manuscript to implement it! The video game sends the attack animation events on crucial press even when you are in mid-air. Girlfriend can also power attack! Though power attacking is still slightly bugged. No new animations required.
This is what i am at this time working on and initial development is an extremely promising. Personalities can now equip weapons and attack while underwater. There room still a couple of things to work-related out such together the computer animation blend weights and unequipping weapons underwater however I"m not expecting any type of trouble v these things. This will require scripts come implement.
I think that player can do this, ns have enabled all gibbs to have the ability to do this by blending the arms of the blocking computer animation with the remainder of the stagger animation. This will call for scripts to implement.
In third person girlfriend cannot properly aim her block or attacks. You have the right to now. I have actually used computer animation modifiers to bending the character"s spine based upon the value of the pitch computer animation variable (which is set by the video game code for the player only once weapons are equipped). This won"t occupational for NPC"s but I have included separate modifiers the are managed by custom actions variables. For this reason if you desire NPC"s come aim your attacks/block you will have to collection this custom behavior variable yourself via script.
Characters deserve to now enter a state wherein the character is play a blocking animation but is no actually blocking. In the combat mod I am functioning on, if the aggressor attacks low and the defenders block is aimed high, the defender is sent to this fake block state so that on struggle the video game will apply damage, fight decals, etc.. Combat modders should find this useful. This will need scripts to implement.

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I hate that actors will either get in the bleedout state or die when low on health. Currently after being ragdolled gibbs can get in a hurt state whereby they play among the few wounded animations. A pose equivalent generator identify which wounded computer animation should be picked (the one that is a closest complement to the present ragdoll pose). This will call for scripts come implement.
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Jessica NashPosts: 3424Joined: Tue Dec 19, 2006 10:18 pm