Looks like vanilla animations were optimised for your approach after all. Next-level anticipation by Bethesda to create their animations with OpenMW in mind...
Great job, ptmikheev!
To be honest I've replaced vanilla animations with this pack. Without this mod it looks a bit less smooth, but also reasonable.
OK, I will do it. Then the option "third person view mode" will be replaced with the following two:
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[Camera] view over shoulder = true view over shoulder horizontal offset = 28 # positive value - right shoulder, negative - left shoulder
I thought about it, but decided that it is not so important since almost the same can be achieved with pressing TAB. However If many users wants it, I can implement it. The main question: what should happen if player presses activation button while pointing to some object behind the character's back?
The problem is that attacks are not adjusted to the camera position. Arrows fly from the character rather than from camera. So arrows would have the same horizontal offset from the crosshair. It can be fixed by turning the character a bit, but it is not easy since the correction depends on the distance to the target. I am not sure it worth it.
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bool combatMode = true; if (mTrackingPtr.getClass().isActor()) combatMode = mTrackingPtr.getClass().getCreatureStats(mTrackingPtr).getDrawState() != MWMechanics::DrawState_Nothing;
It is a pity that without preserving the camera position when aiming it will not play a significant role, but it is still great when you can more flexibly adjust the camera to fit yourself.
Oh, I get it, thanks for the explanation.
Oh, Yes, it always annoyed me, probably even more than the unrealistic diagonal movement. I hope you will be able to implement all your ideas, thank you again!
Generally nothing as far as the player character is concerned. The object will activate as normal.ptmikheev wrote: ↑12 Jun 2020, 20:50I thought about it, but decided that it is not so important since almost the same can be achieved with pressing TAB. However If many users wants it, I can implement it. The main question: what should happen if player presses activation button while pointing to some object behind the character's back?
Thanks for the videos.CMAugust wrote: ↑13 Jun 2020, 02:47For future reference, I've recorded a number of videos so you can observe the behavior of later games. Fallout 4 is typically a more refined version of Skyrim, with some additional animations and smoothing, but some are not applicable in Morrowind (yet) due to lack of animation support. I hope you find them useful, if you continue to work on third person gameplay.
(Skyrim)(Fallout 4)Picking item behind player, then running forward
(Skyrim)(Fallout 4) Facing camera, then readying magic
(Fallout 4)Outside combat movement vs combat movement
(Fallout 4)Camera pulls away slightly when character moves, pulls back in when stationary
(Fallout 4)Headtracking on NPC activation, full body turning on dialogue
(Fallout 4)Turning, running, sprinting and leaping towards camera
(Fallout 4)Abruptly changing direction in third person