Fully boned hands: yay or nay?
Dark_Ansem
Member Posts: 992
Obvious puns aside, during one of the streams of February the possibility of models featuring fully boned hands surfaced but was not explained.
I would personally be in favour of it, ESPECIALLY with the newer models. That tight tight clenched fist, ALL THE TIME, it just terrible to see and doesn't make any sense. Especially when casting spells.
I would personally be in favour of it, ESPECIALLY with the newer models. That tight tight clenched fist, ALL THE TIME, it just terrible to see and doesn't make any sense. Especially when casting spells.
- Fully boned hands: yay or nay?29 votes
- YAY!79.31%
- Nay...20.69%
0
Comments
Or maybe I don’t understand
Trent has said we have 128 bones to work with..
I would like to see the entire mesh more detailed in it's node distribution so we can get more precise animations.
I don't want entirely new models I just want the square edges taken off the current ones and slightly higher resolution textures.
I don't want entirely new animations for everything, I just want the run waddle and combat shuffle to be fixed.
I don't want individually working fingers I just want a better sculpted lego hand.
Not having fully boned hands has never stopped me enjoying a dungeon, RP, or a DM run event.
There are just so many more pressing priorities...
That's 3D Artist time that could go to updating or adding new monsters.
That's Animator time that could be fixing the combat animations.
That's cash that could be unlocking the 16,000 item limit.
I don't care how many fingers my character has to cast spells if they are still pausing in the middle of combat to do the bobble head, hands in the air wobble casting animation.
...And I would be totally fine with all of that but those hand models are ruining my immersion."
BTW I lost count of how many times this happened with Vampire the Masquerade Bloodlines. The author of the Clan Quest Mod explicitly said his best friend stopped playing the game due to an animation issue. His loss, eh, but still.
By fixing it I simply mean making the animation slightly more natural. It has an odd, stilted shuffle to it that makes it less like the character is in a fight for their lives and more like they are playing dodgeball.
Keep the timing, keep the number of frames, keep everything else about it, just make the animation itself have a slightly more natural motion to it.
Likewise, updating the caster animations and variance would make spell casters feel more dynamic.
Small tweaks like that would go a long way to making NWN feel less dated and be more attractive to new players and requires far less resources than fully boned hands that you are not going to see when you are zoomed out and the screen is full of particle effects.
As for the main topic of the thread, I feel that hands should definitely be a later addition after they make everything look nice. I never really had an issue with the weird block thing the game calls a hand, and in fact feel that the open hand that some custom content has looks weird considering the hand has to be used as a fist in most cases. I can't really argue against its inclusion, though, since it gives modders more to work with, which is why I clicked yes.
When they announced an EE and showed that video. Most gaming communities were scratching their heads wondering what 30 bucks was even buying them.
Most players don't care about shaders or server security - that Aribeth model built way more hype than an essay of patch notes ever could.
Finger bones were already incorporated in one of the Trello cards for what it's worth.