Moderator: Rangers
Ronin73 wrote:Hi Josh,
I'm not sure if this topic will be of use, or if it is the type of conversation that you are looking for, but there are some suggestions for some different types of animations in this thread:
viewtopic.php?f=7&t=2684
BubbaBrown wrote:The Sage animation tools looks interesting.
One thing that has always bothered me about some games is the exact, repetitive animations that you see over time. It's not very noticeable in busier games, but can be quite obvious in turn based games where characters or RPGs where NPCs can stand idle for some time. So, given the state machine and the blend graph system, would it be feasible to introduce a bit of "animation noise" that could overlaid on to the animation movement vectors and timings to make it seem like the character on screen isn't repeating the exact same animation over and over again.
With "animation noise", you can have roughly the same animation setup but the resulting animations would have a number of variances. Instead of a 60 second trigger for "idle boredom animation 2", that trigger time could vary 60 - 240 seconds. And various aspects of "idle boredom animation 2" could be slightly altered, such as going a bit slower, an arm swinging out more during the stretch, and the butt scratch happening three instead of two times.
Animation noise might be a nice way to introduce a bit of variety without having to work every little bit out ahead of time. And it could help with other types of animation like high recoil guns, running across rough terrain, and object interactions.
DragonBerg wrote:This is a concern of mine too. We already have multiple Idle animations that Sage will randomly assign based on a configurable weight. For example when you move your character, each time the animation system returns to "Idle" it selects from an array of animations. So Hopefully you wont keep seeing the same exact Idle every time.
The idea of timed triggers is interesting and something that I will explore. I want an "away from keyboard" action so timed triggers fall into that same category.
BubbaBrown wrote:DragonBerg wrote:This is a concern of mine too. We already have multiple Idle animations that Sage will randomly assign based on a configurable weight. For example when you move your character, each time the animation system returns to "Idle" it selects from an array of animations. So Hopefully you wont keep seeing the same exact Idle every time.
The idea of timed triggers is interesting and something that I will explore. I want an "away from keyboard" action so timed triggers fall into that same category.
Is there any way to use the animation blend graph to mix together various idles? For example, have a very still idle, normal idle, fidgety idle, and an exaggerated idle with the blends set between them and tied together with a variable? This way a number stream from a function could be feed into the system to shift between different animations and mix between them? That way you could have shifts for a character calming down or getting worked up based on whether the variable is increasing or decreasing during the animation?
DragonBerg wrote:BubbaBrown wrote:The Sage animation tools looks interesting.
One thing that has always bothered me about some games is the exact, repetitive animations that you see over time. It's not very noticeable in busier games, but can be quite obvious in turn based games where characters or RPGs where NPCs can stand idle for some time. So, given the state machine and the blend graph system, would it be feasible to introduce a bit of "animation noise" that could overlaid on to the animation movement vectors and timings to make it seem like the character on screen isn't repeating the exact same animation over and over again.
With "animation noise", you can have roughly the same animation setup but the resulting animations would have a number of variances. Instead of a 60 second trigger for "idle boredom animation 2", that trigger time could vary 60 - 240 seconds. And various aspects of "idle boredom animation 2" could be slightly altered, such as going a bit slower, an arm swinging out more during the stretch, and the butt scratch happening three instead of two times.
Animation noise might be a nice way to introduce a bit of variety without having to work every little bit out ahead of time. And it could help with other types of animation like high recoil guns, running across rough terrain, and object interactions.
This is a concern of mine too. We already have multiple Idle animations that Sage will randomly assign based on a configurable weight. For example when you move your character, each time the animation system returns to "Idle" it selects from an array of animations. So Hopefully you wont keep seeing the same exact Idle every time.
The idea of timed triggers is interesting and something that I will explore. I want an "away from keyboard" action so timed triggers fall into that same category.


Zombra wrote:I'll reiterate here what I said in the small details thread ... I hope to see idle animations that are very undramatic for the most part. Even seeing a guy shift his weight from one foot to the other looks totally spastic if he does it every 2 seconds. I hope that most of the characters spend most of their onscreen time executing the "standing still and breathing" animation. Not very exciting? Maybe - but very immersive.
DethRaid wrote:So, I ask you, I plead of you, have decent animations during conversation. I don't ask for a unique animation for every line or even for every character. I would just like for NPCs to not be static while the conversation goes on around them.
PlayRanger wrote:..but it was used for every character, and sometimes all of them in sync.
Kimotei wrote:PlayRanger wrote:..but it was used for every character, and sometimes all of them in sync.
Hmm.. Could there be a few different idle animation presets for different personality types, to avoid this? Perhaps something like linking caracter traits or professions with animations, etc.
Eksample: Nervous technician. Calm sniper. Faulty robot. Sweaty, tired fat man. Hyperactive/ADD thief. Smoking tough man. Happy, or agressive or calm dog. A good looking carisma guy could comb his hair like Elvis. Likewise carismatic females would naturaly put some makeup on, using a pocket mirror in one hand.
Perhaps different % of behaviours could be distributed from caracter stats. To keep it managable, pick the top 5 or something? And then mix it with mosquito smacking, scratching and other general idle behaviors.
DragonBerg wrote:Ronin73 wrote:Hi Josh,
I'm not sure if this topic will be of use, or if it is the type of conversation that you are looking for, but there are some suggestions for some different types of animations in this thread:
viewtopic.php?f=7&t=2684
Thank you for linking that!
yes all of those considerations are things I want to know about. Smacking a mosquito after an extended idle...ha! love it, and its not something I thought about.
Not saying everything will be possible but ideas like this keep me thinking and creatively inspired.
Users browsing this forum: No registered users and 1 guest