Is Diagonal Walking Animation and Moonwalking fixed at last?

Discussion in 'Fallout: New Vegas Gameplay & Tech' started by ancalimon, Oct 21, 2010.

  1. ancalimon

    ancalimon First time out of the vault

    3
    Apr 3, 2010
    I was wondering will we have the same stupid moonwalking animations?
     
  2. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    No. Animations are better, but not best.
     
  3. Plissken

    Plissken It Wandered In From the Wastes

    110
    Jun 5, 2007
    Diagonal walking not fixed. That was the first thing I checked. He just walks straight and moves diagonal. Frankly, I don't see how animations have gotten better. Faces are like they've been injected with botox, just like F3.
     
  4. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    Check out running animation plus running with pistoles, etc. It looks better. Also various other animations are at least a bit better.
     
  5. ancalimon

    ancalimon First time out of the vault

    3
    Apr 3, 2010
    :( I can't understand why they didn't add a diagonal moving animation. It can't be that hard. I guess there is no hope for it to be fixed anymore as it never got fixed for Fallout3.

    Maybe if hundreds of people asked for it...
     
  6. Deon

    Deon It Wandered In From the Wastes

    148
    Aug 24, 2009
    Yeah, Gamebryo limitations sometimes are too obvious. And I hope we will get more engine improvement and less "sorry we can't do it now" in their future games :p.
     
  7. Plissken

    Plissken It Wandered In From the Wastes

    110
    Jun 5, 2007
    It should also be noted that one improvement in animations is that SOMETIMES when enemies are shot, they have an animation for it, compared to F3's lack of "hurting" animation.
     
  8. Anarchosyn

    Anarchosyn Still Mildly Glowing

    207
    Sep 26, 2008
    Bully used the same engine: http://en.wikipedia.org/wiki/Gamebryo

    [youtube]http://www.youtube.com/watch?v=xYQp1semBJ4[/youtube]

    (ignore the crappy music).

    I think the blame should sit on Bethesda's shoulders.
     
  9. Anarchosyn

    Anarchosyn Still Mildly Glowing

    207
    Sep 26, 2008
    True, which is why I posted that. It's not so much the engine but the hands the engine is in (was basically my point). Gambroyo is more than capable it's just that Bethesda hasn't invested the time or energy to address the limitations like other developers have (and why should they? They can get away with 9/10 scores due solely to the scope of their vision whilst the execution gets excused in ways other developers would only wish to be).

    I give Obsidian a pass on FONV as the development time (2 years?) wasn't nearly long enough to address an engine retrofit. Now that Bethesda has access to Id Tech 5 I imagine we'll be seeing something nicer in the near (though rumor has it Bethesda has refused to use it for their next RPG release).
     
  10. Crni Vuk

    Crni Vuk M4A3 Oldfag oTO Orderite

    Nov 25, 2008
    Dont you get tired to hear/say that ? Engine limitation my ass. While it is indeed with the one or other engine more difficult to achieve certain things something like limitations actualy do not exist really when working with game engines. What is more important are the targets and time you want to spend with it. To go with examples one has just to look at the countless modifications that are out for games as they many times push the limits of engines beyond what people think is possible. I can remember that for a game people said bullet penetrations would be impossible cause of engine limitations. Modders proved it that it was possible.

    This is not to blame Obsidian or anything. They had a crap start ~ working with Bethesdas code to say that and only very lidle time to tweak the engine for their desire. But letz say someone would give a team 2 or even 3 years of time some skilled programmers, artists and animators they could sure do a lot.
     
  11. DemonNick

    DemonNick It Wandered In From the Wastes

    141
    Feb 17, 2010
    Actually it is that hard, apparently. Someone asked Sawyer and he said that the engine they were given to use doesn't really support animation blending, and that as a consequence they would have to manually create diagonal animations for the upper and lower bodies (since the upper would still have to be pointing its weapon at the crosshair) for each diagonal (since the poses are asymmetrical). Considering the schedule they had I can't really blame them for not wanting to take that on.
     
  12. Hair6a11

    Hair6a11 First time out of the vault

    8
    Jul 14, 2008
    I noticed the slightly improved animations to be sure - yet my first experience with a dog and it's very awkward ability to traverse terrain told the story. Oh well.