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Death anims for Fellbeasts


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#1 Beriadan

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Posted 11 July 2009 - 06:12 AM

I was just watching the SEE official Trailer, and I have to say I don't mean to be rude or anything but, well, the Fellbeast death anim kinda sucks :p

OK, it doesn't suck! But I am sure it could be a little more, "realistic", more similar to something we would see in a movie! I am sure it was a lot of work to put it together, but since the main goal of the mod is to bring realism to the game, I am sure you would agree that the animation needs a little polish here and there.

It could be slower, much slower actually, we see how they glide slowly and they also turn slowly, so why do they have to die so fast, let them die slowly :dry: They look like little birds that were shot with a hunting rifle, in the trailer, Faramir's arrow killed it instantly. I humbly think that could be fixed a little, even though I have NO experience or the right to claim anything, I really believe it would be much better for the mod ^_^

They should fly a little more before falling down or something. What you guys think? I remember how the Witch-king's Fellbeast died in Return of the King, it's head was cut off, and it still moved! It had a sort of convulsion, rolled over a bit, and... well, you know my point right?

Edited by Beriadan, 11 July 2009 - 06:13 AM.


#2 Devon

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Posted 11 July 2009 - 06:55 AM

These are EA anims originally I believe, all the team had to do was code it in properly. So, the anims probably won't be changed :p

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#3 Mordor Slayer

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Posted 11 July 2009 - 08:07 AM

Changing anims is pretty much impossible, since we don't have any experienced animators on the team... The anim looks a bit weird because the Fellbeasts aren't flying very high, and they only drop a small distance.
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#4 Nazgûl

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Posted 01 October 2009 - 03:49 PM

Yup, to both...

- Those are EA anims. SEE Team have no Animator on board, and during the very short time we had (The Dead Player) he was busy on other things (unit modeling). Animation is VERY hard and time consuming. The falling deaths are about as good as they can be, using the obsolete EA aims, that we split into sections and timed as good as we could. We had help from Cahik with splitting the model anims into three, and the rest (coding) was done by Head Coder (Sûlherokhh). I could slow them down, but I'm not sure that would improve realism really... They're havy creatures, and they fly very low, and hence fall only a short distance, like MS said... I could experiment with the speed, if SEE kicks back into production...

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