1CGS LukeFF Posted Friday at 03:50 PM 1CGS Posted Friday at 03:50 PM Hey everyone! Today, we want to show you how we create animations for our pilots and soldiers for Korea. IL2 Series. Enjoy! https://il2-korea.com/news/dd_48 12 1 4
IRRE_Axurit Posted Friday at 09:06 PM Posted Friday at 09:06 PM It looks beautiful!! What I hope is to be able to see the rotation of the head synchronized with the VR or the IR track and its reflection in the mirror.
1PL-Husar-1Esk Posted Saturday at 08:43 AM Posted Saturday at 08:43 AM What about hit animation, no blood just force throwing humans around?
Avimimus Posted Saturday at 10:26 AM Posted Saturday at 10:26 AM The video reference, the choice of music, makes this seem really epic. Good editing decisions. Also, it is quite impressive for the actor (and team) to reproduce those motions so well for different aircraft with just the adjustable rig to climb and the video footage. I can't imagine being so precise as a mocap actor is. Looks brilliant. 1 1
LuftManu Posted Saturday at 12:54 PM Posted Saturday at 12:54 PM 4 hours ago, 1PL-Husar-1Esk said: What about hit animation, no blood just force throwing humans around? IMO no need to add blood. Being able to see soldiers being hit and fly is more than enough of an indicator of a good hit! 1
1PL-Husar-1Esk Posted Saturday at 07:30 PM Posted Saturday at 07:30 PM 6 hours ago, LuftManu said: IMO no need to add blood. Being able to see soldiers being hit and fly is more than enough of an indicator of a good hit! Yes no need for blood just nice Newton physics. 1
BlitzPig_EL Posted Saturday at 07:41 PM Posted Saturday at 07:41 PM I guess after seeing this, my question is, will it take a super computer to run it? I want a flight sim, not a first person shooter. Super accurate animations of people getting into or out of aircraft won't make the air combat any better. What is the cost to the core elements of the sim for these frivolous animations? 3
ST_Catchov Posted Saturday at 11:20 PM Posted Saturday at 11:20 PM 3 hours ago, BlitzPig_EL said: will it take a super computer to run it? I've thought about that too and I'm not going there. GB runs perfectly fine on a modest rig. I just wanna have a bit of fun without taking a second mortgage out on the house. You all might be rich retirees but I'm not. 1 1
Airborne2001 Posted yesterday at 04:29 AM Posted yesterday at 04:29 AM The accuracy and attention to detail so far in the sim is incredible. I am truly blown away by a lot of it. 1 1
Jackfraser24 Posted yesterday at 09:12 AM Posted yesterday at 09:12 AM Very good. I am amazed to see how far they go to give us such an in-game experience 1
Avimimus Posted yesterday at 12:15 PM Posted yesterday at 12:15 PM 16 hours ago, BlitzPig_EL said: I guess after seeing this, my question is, will it take a super computer to run it? I want a flight sim, not a first person shooter. Super accurate animations of people getting into or out of aircraft won't make the air combat any better. What is the cost to the core elements of the sim for these frivolous animations? For exiting and entering the aircraft, the animations shouldn't require much power. We're talking about two or three non-procedural animations being played (e.g. assuming animation blending or a couple of pilots getting into aircraft next to each other on the runway). The bigger performance hit might come from having civilians on the ground (mentioned as a possible future feature). However, even there they don't need to be fully fledge entities with AI or physics. The only response they might need is running and hitting the deck (if that). They could just follow a simple script playing animations and moving between set waypoints. So, imagine something more like turning on 'civilian road traffic' in other flight simulators (e.g. X-Plane, MSFS, or DCS). They'll also only be visible at close ranges - so a lot comes down to how optimised the process is for loading them in and out of the game world (i.e. spawning and culling). It is also an easy feature to turn off in the graphics settings menu (as it doesn't effect gameplay except perhaps to add some realism regarding collateral damage). So I wouldn't worry.
1CGS LukeFF Posted yesterday at 07:47 PM Author 1CGS Posted yesterday at 07:47 PM In terms of specs, we've mentioned previously that a card no more than two generations old will be needed to run the game at medium level of detail, so for example a 30-series Nvidia card or later. In fact, most of our developers use a 30-series card in the studio. So that should give you a baseline about what will be needed to run the game properly. 1
Koziolek Posted yesterday at 08:14 PM Posted yesterday at 08:14 PM 25 minutes ago, LukeFF said: In terms of specs, we've mentioned previously that a card no more than two generations old will be needed to run the game at medium level of detail, so for example a 30-series Nvidia card or later. In fact, most of our developers use a 30-series card in the studio. So that should give you a baseline about what will be needed to run the game properly. Is this for VR? Because 3090Ti for medium details in 2D is not a good news
1CGS LukeFF Posted yesterday at 08:59 PM Author 1CGS Posted yesterday at 08:59 PM Not sure, sorry. That's for Daniel to answer.
[CPT]Crunch Posted yesterday at 09:50 PM Posted yesterday at 09:50 PM Not like it matters when it's only ever happening on the ground and locally on your machine, not necessary for it to be sent server side. It's like those walkers all over the airfields, no two players ever see them the same.
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