Talents wrote: » If I'm not mistaken, they've said that there probably won't be individual animations for each weapon type as it would be way too much work and they simply don't have the number of animators necessary to do it.
Merek wrote: » Intrepid really will need to animate the weapons. Why would a Spellswords sword disappear during casting? They would use their sword as a conduit... no?
Jamation wrote: » Merek wrote: » Intrepid really will need to animate the weapons. Why would a Spellswords sword disappear during casting? They would use their sword as a conduit... no? Not necessarily. They could use any weapon. Certain weapons will of course be more effective with certain classes, but the Spellsword could equip a bow or staff just as easily.
George Black wrote: » The weapon animations of a Spellsword will not be optimal, just so that bow and staff are available, but useless. That's wrong.
Valdek wrote: » So, the challenge would be to figure out a way of doing it well and at the same time cutting down the amount of work generating new animations. Suggestions:1. Create a set of 'weapon' animations for each weapon that can adopt the spells cast by a character. (e.g. staff has a ranged target animation already created for weapon specific skills, which can now take on a class ranged target skill with that abilities flavour and particle effects.)2. Have a default 'hold weapons in offhand while casting the spell with a single hand.' Again, this would mean that no matter what weapon, that hand held to the side would be the same animation for any spell otherwise created.3. Create an algorithm that automatically converts the animations made for one character using a spell with a weapon to other races and classes. This could then be tweaked slightly to iterate and improve vs clipping and for flavour. What do you think?