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overall physics animations hair/body/armor or cloth/weapons

Discussion in 'Suggestions' started by Badoor, Nov 20, 2016.

  1. Badoor

    Badoor Rookie

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    physics is primary element that makes the game even greater the game built with great engine that work smooth and beautiful with physics ..
    1- adding a hair physics animations will let you feel alive I really love the hair physics and adding a mix long/short hair options in the character creation will make it even more fun to play ..
    2- adding a body physics animations like breast bouncing and an option where you can [ on/off ] if don't want the bouncing animations ..
    3- adding armor \ cloth physics its more of a part of the armor like bombs or breast if the boobs was alone lol
    I mean if there was nothing on the boobs then why not add some sexy breast bouncing and other parts of the armor ..
    4- adding a weapons movement animations when you move your character the weapons move slightly just to give the felling of a real life movement it will be super great ..

    and I really hope to see that in game
    the unreal engine is great for physics animations
     
  2. Dinariok

    Dinariok Phazon Army Co-Leader Golden Founder

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    These are two quotes of Bagamut from the thread on Russian part of the forum:
    http://bit.ly/2eYx2Am

    Will we be able to embellish our vehicles? Character? How detailed this customization will be? (to be simply: styles and such)
    Yes, all these will be implemented. Detalization will depend on item. Layers of paint and image patterns will be used for vehicles and armors. For character’s face will be available tattoos and full “modeling” of the face.

    How detailed the character’s editor will be?
    Absolute freedom! You can manually sculpt your character's look by increasing \ reducing \ stretching \ flatten different parts on the body and face. The first version of the editor allows to change the face only. In a future we plan to add the possibility to change the visual parameters of the body as well.
     

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