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Ork Animations

Discussion in 'Ask the Team' started by Blakklaw, Aug 2, 2014.

  1. Appledrink Appledrink First Blood!

    I think the developers were joking about it on the stream.
  2. Gruk'Lok Blakk Klaw Blakklaw Arkhona Vanguard

    Yeah, it most certainly was a joke. (Hire the guy who played Caesar in Planet of the Apes Haha!)

    Well, if i'm to discuss the other ideal thing, you guys talked about. Then i would agree on that Orks are extremely durable. They can take alot of rounds. I believe i read (And can proppably find source) that Orks can survive head decap as long as it's put back by, for say a Painboy.
    When it comes to Ork accuracy, it all depends on the weapon. Imagine the Ork tanks. There is a possibility there's a looted Las cannon Predator. Just an example.
    Also about the animations, hopefully it won't be 100% what Appledrink sent. As i said earlier , i hope it's a mix. 50% "Apeish" 50% Walking as in DoW. Just like in Space Marine.
  3. So'Kiel So-Kiel Well-Known Member

    It's just my personal opinion, but my eyes get tired of Panzar ork's running animation almost instantly.
    The orkz movements surely must be somewhat ape-ish, but they are not that much animals. Actually, they are cartoon, grotesque caricature that became alive, but really dangerous and brutal, so they combine many things in them. But they are more humans, than apes - they dress, they shoot and fight like humans, they ride their vehicles like humans, and do practically nothing like apes. So in terms of movement, I see regular Boyz as very strong, extremely adrenaline pumped and enraged humans, who badly control themselves. It's just that their proportions are different. But Kommandos, on the contrary, are rather calm and sneaky.
    I'd make half of ork movements look somewhat funny or clumsy (still powerful though), but the other half would really look serious and dangerous.
    Psyctooth, Google and Appledrink like this.
  4. Gruk'Lok Blakk Klaw Blakklaw Arkhona Vanguard

    And yeah thats exactly spot on. Spot on, on what we said on page 1. As you say, Orks are more "Human" then Ape. That's true, but as you said, they are completly enraged, adrenaline pumped and is bad at controlling themselves. This is also what makes me think that they use their arms to "throw" themselves forward at times, as in using their arms to run like ape. Anyway, yeah the animations could be clumsy, which would fit. Hopefully they'll do a good job.
    But as with the Panzar Orc, that animation made me really bored. The same animation where he uses his arms to run. A mix would be great.
    So-Kiel likes this.
  5. Kaem Trollet Arkhona Vanguard

    I'm hoping for the same kind of movement as in Space Marine, I liked the orks in that game.
  6. That's just a running joke sparked by a post on Facebook Miguel liked a year ago... well I hope it's just a running joke. Why I know this? That's a secret. :p

    Personally I rather liked the way Orcs move in PANZAR; But that's just me. It's not perfect, but it's definitely a giant step in the right direction, far more animated and alive than how I've seen brutish orcs before; a far cry from the forced human movement on Orks in the Dawn of War games (No offense to Relic, they have good animators) and a massive improvement over the stiff looking greenskins in Warhammer Online. Most games with top heavy characters, such as Choppas/Black Orcs in WAR or Mundo in LoL for example seem to waddle around, like child human legs attached to a giant solid block; like tiny legs with a stiff upper body torso which seems to have no animation with the arms flailing about at the sides as if the central torso has no rigging or bones in it.

    One could account that to being limited by the technology of the time, which is true. The problem is the resulting effect of that, is something that looks big, dumb and comical. Rather than something threatening and brutal. Now another question to ask after that is, if we have Orks with muscle deformation and a lot of them at that on the screen, will our graphics cards be able to handle it? Because it's not a netcode issue, since animation is client side; it's a render and framerate issue. 2 years ago I would of said no; Now I honestly think they might.
  7. I think a good compromise would be to allow players to choose between the two animations.
  8. Yeah, but that may be a very big problem in game, server may strain with it, the UI might get a little fussy, etc.
    Best just to have 1 good animation, then 5 different ones, doing the same thing.
  9. True, but if it was only the two animations (with a few tweaks depending on individual models) I don't see how it'd be too big of an issue. If the server can handle all the chaos that is bound to happen during actual play (vehicles everywhere, players sprawled all across the ground and skies, not to mention all the visual effects going on) I don't see how a couple of animations would burden it so much.

    But then again I'm no game designer or know anything about the technical aspects of these things, so I might be entirely wrong.
  10. So'Kiel So-Kiel Well-Known Member

    The idea of having two different animations on choice is mind-boggling, why would any developer do that? It would look like they don't know exactly how their models should m0ve.

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