Game Development Community

Monster running --- too Donkey Kongish?

by Alan James · in General Discussion · 08/27/2006 (7:10 pm) · 14 replies

Hey, with IGC on hold and everything, I figured I'd keep everyone up to date as I move ahead with CN:MI. Just had a question for everyone on this monster animation (not my work btw, great model and good animations - 3drt.com).

The question I have is on the run animation. My Son-in-Law mentioned that "he looks like Donkey Kong". Now that's not *necessarily* a bad thing...it's just not that particularly imposing either. The video is *hopefully* a standard divx codec. If anyone has any trouble playing it let me know right away and I'll try and re-encode it.

Would appreciate everyones feedback.

www.reallyreallygoodthings.com/screens3/monsterRun.avi

- Alan
Really Really Good Things Studio

Edit: Added WMV, really low res use the divx above if you can.
www.reallyreallygoodthings.com/screens3/monsterRun.wmv

#1
08/27/2006 (7:52 pm)
If he looked cartoony I would say it's a problem but I think it looks good.
#2
08/27/2006 (7:59 pm)
From that angle, it looks good. I suppose a TST video from different angles might provide more information though.
#3
08/27/2006 (8:11 pm)
Hmm..I can't view the movie and I do have divX installed.
#4
08/27/2006 (8:15 pm)
First of all CN:MI looks NICE! i like the active volcano in the background. things seem to be coming together really well for this game.

when it comes to the animation, I'd say it could use a bit of improvement. the animation is not bad by any means, but it should be tweaked a bit, especially if this is supposed to be some kind of vicious rampaging monster.

ive only two suggestions for improving it. first, the movement of the limbs shouldnt be exactly synchronized. in other words, the animation would look more realistic if one arm moved slightly before or after the other arm, rather than both moving back and forth at the same time. however, this may just make the animation even more ape-like than it is now. secondly, as a side-effect of my first suggestion, the torso should twist a bit as well to accomodate the misaligned limbs.

but, if it were my game, id consider that animation totally acceptable. =)
#5
08/27/2006 (8:15 pm)
I think the walk looks good except for one tiny thing.. his steps need to be more frequent. he slides along the floor a little as he walk. In the video, it seems like his current speed is better suited for when hes walking through the water IMHO. but yah know.. thats just me
#6
08/27/2006 (8:36 pm)
@Matt: added a wmv. It's really low res but you can get the sense of the animation.

@Everyone: appreciate the feedback. The tweaks shouldn't be too much of a problem, I've had a problem with the cam distance, so I've got to move the cam node anyways so I can do these at the same time.

@Jonathan, I've noticed that too, I've got to adjust the run speed down just a little more, have to tweak it so that the Monster players can easily outrun the human players, because they won't have any long distance weapons. =)
#7
08/27/2006 (8:51 pm)
Wow. Even at lo res it looks pretty good. Honestly, I wouldn't have been reminded of Donkey Kong if I were playing. Really nice work Alan. Is there going to be a beta for the shader build?
#8
08/27/2006 (9:23 pm)
@Matt

Thanks. Yes I'm planning another beta (not sure if this one will be an open one like the last one or not), I was intending on having it ready for IGC, so I'm going to try to keep that deadline for myself. Having a few little issues with multiplayer, but nothing desperate. Need also to get a second test-bed system relatively equivalent to mine (and not downstairs like my son's) to iron out the biggest wrinkles so far, and to use as a server for online testing down the line. I'll let you know when I have something that isn't too embarassing for someone else to mess with. =P
#9
08/27/2006 (10:06 pm)
Why does that giant slow way way down when it hits the little river :P
that's the part i didn't like.
Also the sliding while running mentioned before.
#10
08/28/2006 (4:14 am)
Ramen,

That effect is from the water data block (IIRC). It's easy to change.
#11
08/28/2006 (5:40 am)
It looks pretty cool overall! :)

It's really only a matter of taste, but I find the map not clean enough. It makes things a bit hard to read.
Having a smoother and less contrasted ground texture could improve on that point.
But again, this is just my opinion based on what I like, you could keep it like that :)
#12
08/30/2006 (9:27 am)
Looks killer!

If you want his feet not to slide, you can export the animation using bounding box animation. Then if you want to tweak his run speed, you speed up and slow down the animation. Works well for objects that move at constant speeds.
#13
09/02/2006 (4:14 pm)
Thanks again everyone for the input.

@Andy
I'll try that, have to read up on it, using fragmotion (man, *almost* had a really bad spelling error with fragmotion!) and milkshape.

@Ben
Yeah, it's a little harsh, trying to get a burnt up, devastated area look, but it could be toned down a bit!
#14
09/02/2006 (4:43 pm)
I thought the animation was perfect when he was in the water. The motion matched the speed at which the monster was moving. But of course that slow speed wouldn't make for a very threatening monster enemy. The valcano and lighting strike was very impressive. I'm sure you'll be able to pull it together Alan.

He may move like Donkey Kong, but how else would an animal with long arms and short legs move? I guess you can change things up by making him run kind of sideways like King Kong. But then he'd look like King Kong. Honestly, I think whatever you do will look fine as long as it makes sense with the monsters body style.
-Ajari-