edit: ...awkawrd first post on a new page... *whoops*
Modifié par MorningBird, 23 septembre 2012 - 03:32 .
Modifié par MorningBird, 23 septembre 2012 - 03:32 .
filetemo wrote...
Allan Schumacher wrote...
Although I was just thinking that sheaths would also place restrictions on the types of designs for weapons as well...
which is a good thing because massive 2 handed swords the size of a surf table can't be sheathed on the hip
o Ventus wrote...
I personally don't want sheaths. What if I have a really badass looking weapon that I want to look at without staring at my inventory screen?
MorningBird wrote...
The Ethereal Writer, your entire post is sexy.
Modifié par The Ethereal Writer Redux, 23 septembre 2012 - 03:46 .
Modifié par leonia42, 23 septembre 2012 - 03:56 .
hoorayforicecream
wrote...
I eagerly await your screenshots of the
sheathed weapons to prove me wrong. I already mentioned the handles.
I didn't see any other differences when sheathed.
Here, I even found some of my own. Note that
the only visible difference is the handles.
Allan Schumacher wrote...
Although the addition of sheaths would likely not
have an impact on the size of the weapons.
Guest_Puddi III_*
The Ethereal Writer Redux wrote...
Seriously though, my (sexy) post on the previous page. That's the answer here.
Modifié par The Ethereal Writer Redux, 23 septembre 2012 - 04:55 .
Allan Schumacher wrote...
filetemo wrote...
Allan Schumacher wrote...
Although I was just thinking that sheaths would also place restrictions on the types of designs for weapons as well...
which is a good thing because massive 2 handed swords the size of a surf table can't be sheathed on the hip
Although the addition of sheaths would likely not have an impact on the size of the weapons.
Can't unsee? I think that's part of it yes.Allan Schumacher wrote...
The tricky thing about this is that, should sheaths/scabbards be located in different locations, is that animations and custom rigs will then need to be created for each set of armor that differs from others. This starts to actually become pretty expensive, and I'm curious if it'd really be worth the gain.
I see this topic come up a lot though, which I do find surprising. In my "gaming mind" (i.e. Not QA focus) it's never really been something that has ever bothered me. Is it just something that people find bothersome and once they notice it they can't never "unnotice" it?
I thought of this. However, if you consider that a person will have to cross their arms over the body to draw each dagger on the opposite side, it might pose some problems with the arms clipping through each other. The back-draw for daggers eliminates that issue.The Ethereal Writer Redux wrote...
Daggers could also go on both sides of the hips, and then be pulled out by the character in question.
Modifié par nightscrawl, 23 septembre 2012 - 07:10 .
Modifié par vania z, 23 septembre 2012 - 08:42 .
Allan Schumacher wrote...
Plus, sheaths would help reduce clipping if capes, flowing hair, and such things were included.
How so? Unless we're sheathing at a different location (like the hip), it doesn't make the item outright disappear.
Although I was just thinking that sheaths would also place restrictions on the types of designs for weapons as well...
Modifié par Aulis Vaara, 23 septembre 2012 - 09:36 .
That honestly looks very silly to me, and I don't mean the giant, anthropomorphic rabbits. The sheathing animations are way too quick.vania z wrote...
overgrowth has some nice procedural animations for sheathing
Guest_FemaleMageFan_*
Guest_Mikael_Sebastia_*
Modifié par Mikael_Sebastia, 04 novembre 2012 - 02:10 .
Allan Schumacher wrote...
Lithuasil wrote...
There's lots of threads floating around, that demand less ridiculous anime weaponry, and a more grounded design. While we're at that, can we please do away with weapons hovering in the air half a meter behind characters, and instead include sheathed graphics? That'd also fix the (still pretty massive) clipping issues, since the sheath could be individually located on each armor, as to not interfere with the graphics.
The tricky thing about this is that, should sheaths/scabbards be located in different locations, is that animations and custom rigs will then need to be created for each set of armor that differs from others. This starts to actually become pretty expensive, and I'm curious if it'd really be worth the gain.
I see this topic come up a lot though, which I do find surprising. In my "gaming mind" (i.e. Not QA focus) it's never really been something that has ever bothered me. Is it just something that people find bothersome and once they notice it they can't never "unnotice" it?