Building sincere animation with a small amount of frames.
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In the theatre, you can see the effects of some animations, for example, the slow motion movement of particles erupting from a grav-hammer comes up beautifully in the game, whilst players are moving and still responding to every cause and effect. The dispersal of energy from explosions and hammer bursts seem to have a lot of frames squeezed into them; which leads to beautiful slow motion particles, so why is this not used in character movements such as the melee? If it's possible to squeeze the frames of particle movement into explosions, surely it could be adapted for combat and character use?