I bet the reason they made the dog float is because they couldn't get it to stand on the ground properly.
I bet the reason they made the dog float is because they couldn't get it to stand on the ground properly.
Instead of having to use active skills to summon pets, you might have to set one of the 3 pets in the "normal attack" slot of the weapon. Either one basically implies needing summoner main or sub class to even have a pet.
Known as Niem on Ship 2.
Spoiler!
Yeah, but the pet follows you. Perhaps it kept getting stuck and they didn't want it to teleport like FPs, so they just made them fly around like Mags.
Or they literally just used the Mag code.
I was thinking that maybe it's because the dog has four legs on the ground so it looks more obvious that PSO2 lacks leg IKs, but there are already wolf enemies and stuff.
Ugh... I hate floating stuff in general. Gravity and weight make everything feel great.
That's also a fundamental part of animating, that so many people keep failing at nowadays.
Y'know, I've been learning modelling/animation for the past several months, and I have to say that knowing the secrets of how this stuff works really ruins games. Especially PSO2, because sweet Jesus is the modelling/animation in this game cheap.
And on the subject of weight, I think we left that behind when we were introduced to the Kuronite ballet dancers gently wafting around the battlefield like dandelion seeds.
On the topic of animation, it's hilarious how Sega can't be bothered to add basic pitch/yaw support(Or whatever it's called) to the game so that when someone gets KO'd on an incline, they don't clip through 120% of the time. It can't be that hard to implement, considering that the toy darker racecar actually supports it.
Corpse laying down properly is more of a ragdoll issue. PSO2 doesn't have ragdoll physics. Which is kinda silly, considering it has physics for so many other things.
When stuff dies or falls in PSO2, they just use a generic falling animation, which looks like rubbish in this day and age.
What you'd normally do nowadays is blend a ragdoll into the getting hit/falling animation, so that the body will crumple up and react to environment collision better.
Speaking of which, interesting tidbit that I heard from a friend who bought that Japanese game dev history book which almost got f'd by asshole shitty translator scammers:
Apparently, Japanese people respect dead bodies and don't want to move them, which is why some Japanese games intentionally don't have ragdolls.
If you're not just talking about corpses, that's more of an IK "Inverse Kinematics" issue.
You know how 3d model skeletons are set up in a parent/child hierarchial structure?
For example, Hip -> Thigh -> Calf -> Foot? That's Forward Kinematics.
Inverse Kinematics works like this: Foot -> Calf -> Thigh.
What this means is that instead of animating your way down from the hip, you animate the foot and that automatically affects the bones between hip and thigh.
In regards to pitch/yaw/incline support, what this means is that the foot can detect whether it's colliding with the floor, and adjust height accordingly + bending the leg.
You can apply this IK calculation to existing animations. For example, there's a Skyrim mod for high heel IK that automatically adjusts in realtime, although it's a little buggy.
Anyway, leg IK is pretty common thing in games nowadays, and yet PSO2 doesn't have it.
Meanwhile, Final Fantasy 15 devs are playing around with excessive stuff like hand/finger IKs for realtime dynamic wall-stroking adjustment.
IK in general is much easier to animate than FK, and can be used for other stuff like controlling spines, tails, and directing eye movement.
Naughty Dog uses an FK/IK blend method which allows them to use both methods in a single motion, for more control.
Not sure if that's the standard now, as my knowledge is outdated. I've been slacking way too much.
Did a quick search and couldn't find the video I saw a few years back, but I found this Last of Us video instead. Body stuff starts at around 13m30s.
Just to be a clear, a lot of the stuff you'll see in those videos is more for the sake of cinematic/realism/immersion.
Obviously, PSO2 doesn't need to go that far... but some basic stuff really ought to be in there.
Haha. Yes.
Back on topic... some JP friends are telling me they wish Summoner had cooler pets.
Last edited by TaigaUC; Nov 4, 2015 at 04:40 AM.
Not just that. Since your footprint is bigger than your model, you usually float in midair if you stand on a ledge.
Same with me and coding.
It's really disheartening to see Sega do even worse mistakes than my failure coworkers who can't get their shit working after half a year and make the most retarded errors.
Like arrows. Friggin fucking @µ!"§$%&/() arrows.
Sega ruined bows to make them wannabe realistic by adding wannabe physics to their projectiles in a game where nothing else is realistic and NPC's go around claiming you can't see photons for Christ's sake.
And as a result you miss most of the time anything is outside midrange.
And as always, what pisses me off the most is the halfassed nonsense.
Sega isn't just not giving a fuck at all, that is something you can predict, get used to and try to ignore.
No, they give a fuck about ALL the wrong things and time and again you get disappointed that they make some kind of effort and put some kind of work into the game, but then the stuff that either doesn't matter or makes things worse than if they had just done nothing.
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