I'm pretty sure they cut most of those animations from the final game, just like they did that sweet dynamic combat stance in the 2014 e3 build. I also keep wondering why they made his walking, jogging and jumping animations so inferior in the final build.
by "sweet dynamic combat stance" you mean him holding his sword with both hands? yeah because that one animation is so important...
you mean the walking and jogging animations that didnt react to the terrain whatsoever? meaning he was doing the same exact animation going up and down the hill, like he was a 2d sprite?
as for the OP... just open geralts w2anim files, there are literally hunderds of different combat animations... each one can be played with the command:
thePlayer.PlayerStartAction(PEA_SlotAnimation, animName);
just make a function like this in a new empty scritpt
exec function pa (animName : name) {
thePlayer.PlayerStartAction(PEA_SlotAnimation, animName);
}
and then call it from the console with pa( the animation name you want)
http://pastebin.com/2nN0k39u
heres the dump of some geralts combat animations...... have fun with the ~800 animations....
It's almost like games change during development!
Nope. It was definitely sword animations. They talked about signs, parries and dodges separately. I remember them saying Geralt's sword animations had gone up to 96 from Witcher 2's 20. Hell, they even said you could choose between a fast and strong stance/style
by "sweet dynamic combat stance" you mean him holding his sword with both hands? yeah because that one animation is so important...
you mean the walking and jogging animations that didnt react to the terrain whatsoever? meaning he was doing the same exact animation going up and down the hill, like he was a 2d sprite?
as for the OP... just open geralts w2anim files, there are literally hunderds of different combat animations... each one can be played with the command:
thePlayer.PlayerStartAction(PEA_SlotAnimation, animName);
just make a function like this in a new empty scritpt
exec function pa (animName : name) {
thePlayer.PlayerStartAction(PEA_SlotAnimation, animName);
}
and then call it from the console with pa( the animation name you want)
http://pastebin.com/2nN0k39u
heres the dump of some geralts combat animations...... have fun with the ~800 animations....
I'm not sure why reactions to this type of thing result in such bitterness. Building a game is a creative process -- not everything conceived of or intended makes it into the finished piece. A major part of the process is killing your darlings in order to ensure a cohesive whole. Cutting room floor and so forth.
For combat animations in particular, animations have to work with the combat mechanics. Now, if I click attack, and any one of 500+ different combat animations may randomly play...I imagine that would be quite hard to follow. While it might "look cool", it would also make it virtually impossible predict what the result of any attack was going to be. It would be very difficult develop a feel for the real-time pacing of combat, as there would be no familiar pattern to the animations. It would likely create a poor sense of control over Geralt's actions and would probably be more distracting than effective in practice.
Now, for a turn-based game or a system like Dragon Age: Origins...this huge animation package would be solid gold. For TW3, not so much.
It's always been crucial for me since TW1. Geralt needs to feel right. He's effective, kinda flashy, but crazy deadly. TW3 is the first game that lost the feel. It's worse if you read the books and discover what a ruthless angel of death he can be. Consider the Arkham games. If those animations weren't spot on, the combat system would be a wreck. So much hinges on those animations, the timing, the flow and sound design. It was an apt inspiration for CDPR, but they lost it in TW3, where Geralt's combat style lacks impact.
@essenthy While this may be correct, the question was about "They said there would be 96 animations for combat, where are they?". He is simply showing that just by looking at the files, there are more than 500 combat animations just for swords. I'd agree if the post was about "The animations should be improved" and not about "They lied to us about the number of animations in the game.". Because the second point is simply not true. The animations (many times more of the mentioned number, actually) are there. Their quality... we can discuss
And I'm certain, I don't want CDPR to show ANY footage of CP2077 until there are like 2-3 months to the game's release. Everyone will be happy that way, I assume. No more chance to look at the old footage and want the game to look like that... So that we can finally judge the game for what it is, not for what it was supposed to be.
what does qualify as " combat animation " and what does not ?
but it is just RNG