Author Topic: Project Q: Torch Anims - is this a bug or how its always been?  (Read 543 times)

Legacy_henesua

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I've only just now noticed that when my character is walking or running and has both a torch equipped and a one handed weapon that the torch is held low. It looks wrong to me, but I can not remember if this is how its supposed to be. Anyone have any opinions?


 


I'm thinking it would look better to hold the torch up high when running with a torch and weapon.


v_torch_s1hand.jpg


Standing, right hand empty.


v_torch_s2hand.jpg


Standing, Right hand holdng weapon.


v_torch_w1hand.jpg


Walking. Right hand empty.


v_torch_w2hand.jpg


Walking. Right hand with weapon.


 


Looks like I am going to start a grass fire or burn my hands or get smoke in my eye. It just doesn't make any sense. This certainly isn't Olympic caliber torch bearing.


 


What does everyone else think?



               
               

               
            

Legacy_Michael DarkAngel

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Project Q: Torch Anims - is this a bug or how its always been?
« Reply #1 on: May 28, 2014, 07:17:49 am »


               

I'm going to say that is how it's always been.  I don't have Project Q installed and I'm seeing much the same.  When running the torch is held somewhere in the middle.


 


icon_zdevil.gif


 MDA



               
               

               
            

Legacy_Pstemarie

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Project Q: Torch Anims - is this a bug or how its always been?
« Reply #2 on: May 28, 2014, 10:07:28 am »


               

That's the way its always been. It is on my list of things to fix.



               
               

               
            

Legacy_MerricksDad

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Project Q: Torch Anims - is this a bug or how its always been?
« Reply #3 on: May 28, 2014, 01:37:01 pm »


               

I personally think the torch should be held out away from the body, not just up. Arnold and Wilt hold torches well in Conan the Destroyer.



               
               

               
            

Legacy_Pstemarie

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Project Q: Torch Anims - is this a bug or how its always been?
« Reply #4 on: May 28, 2014, 08:07:30 pm »


               

Its looking like the torch animation can't be overridden when a weapon is being held in the other hand without also affecting shields and weapons. I'm guessing there is some coding missing from whatever hardcoded function defines what animations to use for two weapons when a torch is held in the off-hand.



               
               

               
            

Legacy__six

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Project Q: Torch Anims - is this a bug or how its always been?
« Reply #5 on: May 29, 2014, 07:27:22 pm »


               


I personally think the torch should be held out away from the body, not just up. Arnold and Wilt hold torches well in Conan the Destroyer.




 


That would be easy enough to do, I suspect. And cool!


 


 


(isn't volunteering)


               
               

               
            

Legacy_gutwrench66kg

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Project Q: Torch Anims - is this a bug or how its always been?
« Reply #6 on: May 29, 2014, 08:08:14 pm »


               


I personally think the torch should be held out away from the body, not just up. Arnold and Wilt hold torches well in Conan the Destroyer.




 


Agreed, though when we fix one thing, we have potential to break others inadvertently.


 


Violins, books, and holy symbols would all have potential to look really goofy if the torch anim is tweaked.


               
               

               
            

Legacy_SHOVA

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Project Q: Torch Anims - is this a bug or how its always been?
« Reply #7 on: May 29, 2014, 08:58:12 pm »


               

could we get a right handed torch that is also a weapon?



               
               

               
            

Legacy_henesua

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Project Q: Torch Anims - is this a bug or how its always been?
« Reply #8 on: May 29, 2014, 09:06:01 pm »


               


could we get a right handed torch that is also a weapon?




experiment with base items. I have not been able to make this work, but it may be possible.


               
               

               
            

Legacy_MerricksDad

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Project Q: Torch Anims - is this a bug or how its always been?
« Reply #9 on: May 29, 2014, 09:38:21 pm »


               

A right handed torch could be easily done as a club. Weapon models can have base VFX on the model in addition to applied VFX effects. You can make both of those at any time, however, they will use the weapon animations, not the torch up animations.



               
               

               
            

Legacy_SHOVA

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Project Q: Torch Anims - is this a bug or how its always been?
« Reply #10 on: May 29, 2014, 10:30:05 pm »


               

The only problem with using a club as the model is when a Halfling holds it, they will burn their ear off.



               
               

               
            

Legacy_MerricksDad

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Project Q: Torch Anims - is this a bug or how its always been?
« Reply #11 on: May 30, 2014, 12:16:54 am »


               

True. Halflings should never lay with fire...or the one ring.


               
               

               
            

Legacy_MerricksDad

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Project Q: Torch Anims - is this a bug or how its always been?
« Reply #12 on: May 30, 2014, 12:17:08 am »


               

* play! but lay is correct too.



               
               

               
            

Legacy_Wall3T

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Project Q: Torch Anims - is this a bug or how its always been?
« Reply #13 on: May 30, 2014, 01:26:22 am »


               

this isnt just for Project, its for neverwinter in general. It does this is for CEP as well and that doesnt really add mechanics like Q does (no animations, etc).


 


If it can be fixed that would be helpful, maybe its a included as a fix in the 1.70 community update



               
               

               
            

Legacy_Pstemarie

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Project Q: Torch Anims - is this a bug or how its always been?
« Reply #14 on: May 30, 2014, 02:17:07 am »


               

I'm not seeing a way to fix this. The torch is linked to a single animation in the a_ba series which is hard-coded to function with the walk and pause animations. The minute you start moving faster than a walk or engage in combat the standard animations take over and the torch animation is ignored.