Marvel wrote:
Please create new thread, name it "Walkcycle and Character Movement Concept 4 Visionaire", discuss it, find a solution that is fine for everybody and create a detailed visual design concept. Then send it to our hands.
At first, I believe that VS devs should at first implement something like provisional or "very simple" solution of character rotation and then over time build upon that - improving it. That is what development in general is about, right? It is not about figuring out the most brilliant solution over span of two months. It's about slow, diligent process of making things better. So in the case of character turning, I believe we should focus on the most simple solution at first.
Let's make something clear - forget about "absolute realistic character turning". I studied classical animation and human anatomy for over than 3 years and I'm telling you - it's not possible to make it absolutely real. So I'm saying - let's fake it right from the beginning. Let's make it more of the suggestion of fluent and smooth movement than the "real" thing. Right now the problem is that there isn't any character turning at all in VS - not bad as in AGS, not average, not any. That is the main problem. I think we should focus on what illusionists and magicians are using - to trick the human eye and human brain. Yes, we could approach the problem like hardcore scientist - but we could also fake it and make it look reasonably good and real. Clean and easy solution, that is what I'm suggesting.
Focus on 2D or 3D characters? Or both?As 3D artist myself, I think VS devs should focus on 2D characters only. I believe it would be wise to make 2D characters in VS possibly the best it can be and then, maybe, focus on 3D support.
For Akcay Karaazmak who is only one (as I know) currently developing realtime 3D game (or we should say 2.5D - 3D characters on 2D backgrounds), there is a very simple solution - which I'm also currently using as I'm also working with 3D. And it's rendering out the 3D characters into bitmaps. This is very dynamical solution as you can determine everything you want for your output graphics - how many frames animations have, how big are the bitmaps (resolution) etc.
So that is the first thing I'm suggesting - stop the development of 3D characters for VS and focus on 2D characters only. Make 2D characters nice, reasonably smooth and strong, then maybe over time, start implementing 3D support. As I said before, 3D artists can use 2D renders, so there isn't really need to have realtime 3D. You may ask - but what about realtime shadows of real 3D? I'm saying - screw that. If you want perfectly realistic shadows, you would also need complete 3D environment - it's like the situation when shadow of 3D character is casted on 2D bitmap of table - it won't work, you would also need 3D model of table to correctly project character's shadow on this table. So we would need complete 3D: 3D characters on 3D environments. Impossible right now, I think.
So my question for other users and VS devs is: do we really need real time 3D characters at all?
Now I will react on some great things that AFRLme suggested in previous thread:
having the character rotate from current direction to next direction using the amount of directions you have, but it won't look very nice. For smooth rotation you need more frames than simply cycling through the 8 directions your characters probably have.
Well, turning feature would be mainly for 3D artist out here, right? Like Marvel said - it's more suitable for realistic adventure games. So in that case, as I'm using 3D myself, I can render out 360 directions very easily. No problem at all. The question is - what about VS memory/graphic card overwhelm? As I said, I can generate graphics for 360 directions with 200 frames of animations per one direction. Piece of cake. But that is a lot of data I'm afraid. So I would suggest something like 36 directions? But one thing is certain - it would look better with 8 directions then it looks now
Then there's the matter of begin rotation animation > actual rotation > end rotation animation.
OK, there are two main situations:
a) character is standing still - then player clicks on the spot - let say - behind the character so character have to turn at first, then he walks. In that case, I would use "rotation animation" and then simple walking animation.
b) character is walking - player clicks on some spot WHILE characters is walking. In case of angle<90 degrees I wouldn't use "rotation animation" at all. Character would just walk in some kind of curve. It would be like "turning without turning". Please see
this video (0:07-0:09)
the most smoothest method I can think of..
As I said before, I'm suggesting to focus on "most simple method that looks relatively good".