Why did old fps neglect weapon animations so muchWas it not important?
Prioritizing enemies and textures on screen over gun animations because of limited hardware resources.
>>12578230>limited hardware resourcesRetard. Moving a vertex from one position to another doesn't magically take more processing power than moving it from this position to that position.>>12578228The real answer is that they didn't pay animators enough back then.
>>12578238>The real answer is that they didn't pay animators enough back then.I'm not seeing it. You plan out a game and the development workflow. Eventually the publisher wants a release date. Things happen. Next thing you know you're cutting those "nice-to-haves."Just as much speculation as yours.
>>12578251Do you have any mathematical proof that can debunk this:>Moving a vertex from one position to another doesn't magically take more processing power than moving it from this position to that position.I'll do you one better: Counter-Strike ran on the Half-Life engine and contemporary PCs were able to handle its vastly superior animations.
>>12578269I didn't know what kind of animations you meant. I was thinking like finger movement and reload animations.Paying the animators more wouldn't necessarily solve thee problem. Time crunch, team members leaving, late added features that took priority from planned things. Yeah, you could hire an army of animators and pay em all 6 figs but that's not reasonable.Maybe they didn't think it mattered, who knows? Probably a case by case basis.Retard.
>>12578273>I didn't know what kind of animations you meantWhat fucking animations did YOU mean? The OP asks:>Why did old fps neglect weapon animations so much>Was it not important?While attaching an image of the Half-Life MP5; Half-Life, which I'm sure you've played, had very stilted weapon animations. And you explained the keyframing and directions thing were moving in as being the result of hardware limitations, ROFLMAO.
>>12578228They didn't know mentally ill gunkopop collecting freaks obsessing over LE INSPECT and LE RELOAD ANIMATIONS existed
Because the genre was still being made and its easier to render the gun as an image that doesn't move and then run an animation in on reload & switch.For Half-Life & Quake this was the case but subsequent titles from goldsrc they did have gun animations.You've attacked a pic of the gun from Half-Life, it was the fucking 90s what do you expect.
>>12578291You can have satisfying animations without leaning into that.Considering a gun is always on the screen it shouldn’t look like an afterthought.
>>12578279I told you what animations I was thinking of. I thought you meant dynamic animation like flexing and moving fingers or reload animations which would impact how it runs if the game has lots of enemies, lighting, or complex geometry. I'm having difficulty thinking of games with no weapon sway, and why does that matter anyway?Maybe you should have started the thread by saying "why aren't there enough keygrames of gun sway in some games?"The answer would be the same, case by case.
reload animations where it's just spinning the gun or lowering it and raising it like in TimeSplitters, love it or something retarded like slapping the gun or cramming in ammo where it doesn't belong. gets the job done
>>12578305Clearly OP was talking about animating each joint in the fingers instead of the more visible issues that actually affect Half-Life like objects awkwardly holding position as Gordon's left hand pulls a magazine out, or objects moving along their paths with linear acceleration and a 0 degree bearing.
>>12578228they left the suppressor on despite changing the sfx from suppressed to regular in the final gameturning the model into an M4 only made things worse
>>12578324Or, maybe one might think he just got a picture from Google and if he meant specifically half life he'd have said that instead of saying "old fps."I still am not sure what animations OP is talking about.A 3d model vs moving 2D image? A 2d image with more convincing sway, A 3d model with just more 3d sway keyframes (I think that's it)? Hand animations while moving or idling? Reload animations.I'm not a fucking mind reader he should have been more specific. And when someone misinterprets their vague post they immediately say "retard." That's pretty retarded.
Zoomers didn't exist back then so the onus was on having a fun game over tickling sensations
It irks me to this day how choppy Doom 2's super shotgun reload animations is. Better to have no animation at all like Doom 64.
>>12578228it simply didn't matter that much
>>12578641was lame though
This thread is painful, a bunch of people talking cross purposes because the OP question is meaningless with a non-sensical premise. Just let the thread die
To answer OP's question the tools and systems just weren't there yet. Ye olde Autodesk 3ds studios/max sucks to work with and I bet the process of importing anims sucked even harder.
>>12578791How would you have phrased it?
>>12578228Turok had nice weapon animations.
>>12578852Must be a bit by you at this point since obviously nobody can answer 'how to phrase' something that doesn't appear to have any meaning in the first place.
>>12578228Optical motion capture systems didn't become affordable until full hd video cameras were commonplace, which coincided with the 7th gen.
>>12578228I don't think so, the gauss cannon rotates while charging, those bugs you throw are fully animated.
>>12578345>I didn't think ge was talking about half life despite attaching a picture of half lifeNow you are just reaching.I already knew you were going to talk about 2D images since you attached an image of Wolfenstein. See how that works?
>>12579214>Post says "old FPS">Random pic from an FPS from google>Noooo, I was specifically talking about the game in my pic. If you meant that, you would have specified that. People can't read your mind over the internet, you have to use your words.
>>12579219What prevented you from using half life as a frame of reference? I used the Wolfenstein image you attached as a frame of reference without issue.
>>12579239I didn't mean to use it as a frame of reference, I just grabbed a quick pic from my downloads folder.
>>12579278K
>>12578228Older games were manually animated, not mocapped, and had very few people working on the animations and assets, unlike nowadays. Yeah modern games have photorealistic guns and lifelike animations because we have hundreds of people working on assets, and CG design companies to outsource our animations and models to.
>>12578445Fuck that, the SSG reload animation is iconic.
>>12578238>Moving a vertex from one position to another doesn't magically take more processing power than moving it from this position to that position.the movement itself needs to be loaded to RAMit needs to be timed correctlyweapons being visible all around means they need more details, you can't "cheat" by having less/no vertices or details on the always invisible sidealso you need some extra vertices for handsit all adds up
I hate Half-Life 1&2's gunfeel so much. You can tell they just didn't give a shit, with the mp7 having a bullet-sized underbarrel that launches grenades.
>>12579403do you know how astronomically small these coordinates are? The moment you have a 3D accelerator, they're computationally free.
>>12579094HL has some infamously bad gunfeel so I'd say there's almost too much meaning
>>12579414>do you know how astronomically small these coordinates are?doesn't matter, you still have to transform them each frame>The moment you have a 3D acceleratorbold assumption for the games in context
>gunfeelanother buzzword to argue about opinions
i mean it's hardly semantics though
>>12578228Yes, they literally don't matter. It's just a progress bar
>>12578228Old fps also had terrible enemy animations. Not just the guns. Only very few retro games had well animated characters. Ocarina of Time, Severance Blade of Darkness, Virtua Fighter, came to mind. All of these games used mocap which was expensive and clunky at the time. So clunky that Tomb Raider devs avoided it.