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Found 18 results

  1. The Archaeology Stash Chest model is in the fully open (end) position when uncovered. When opened its animation cycle jumps back to the closed (start) position and gradually opens, cycling through the animation until it is in the final open (end) position again. This visible jump back to the start of the animation is distracting and in my opinion detracts from the experience. Ideally the chest model should start in the *closed* position when found, and stay closed until the chest is opened by a player, when the opening animation can then begin.
  2. Please apply the Digging animation to Remove Pavement, then it won't look like I'm just standing around doing nothing holding a shovel. Thank you!
  3. I have successfully created my first 3d model using blender. I'm really happy and proud of this because I have liked 3d modeling and animation stuff for a while. Showcase turntable animation (Material View Mode)
  4. I am NOT asking the wurm devs to create/add totally fresh NEW animations and/or sound, although it is much needed. All I am asking for is to use /re-use existing elements to make imping/creating/performing actions more fun and less boring and text-based ( eyes glued to event window ). Example: You are standing in your house and imping your cloth (armor). - You see NO animation at all - No sound at all ( I know its hard in this example, maybe a scissor cutting sound? ) All we are focused on is the event window with the progress bar/timer. - Smithing -Why doesn't smithing have any animation? -Why can't we use the same animation for packing/chopping up wood etc for smithing while standing close to an anvil? That would make it look like you are actually hitting something while smithing! Maybe not the best idea since you're using 2 hands with a shovel and 1 hand with smithing but you could simply make it a 1 hand action and shorten the hit range to make it look smoother. - Mining You hit 2 times, you hear 1 ticking/mining sounds. why? Why can't wurm use a sound effect that actually makes a hit-sound when you come down with your pickaxe? this is not that hard or impossible since it is already happening with woodcutting. It looks like someone forgot the mining part and left it there. - Farming You rake, you see an animation and hear a soundeffect. Cool. Why is this left out of harvesting? it does make the same sound but suddenly it is too lazy to actually animate you raking/picking up harvest? again, it looks like a dev once made it and left it there to be forgotten until someone complains about it. - Archery Let's say you queue up 3 actions ( 3 shooting actions ) : - when you start with the first arrow, player doesn't flex it's box and an arrow magically flies over to the target. - Only with the second arrow, the animation of flexing the bow starts BUT it stops flexing prematurely before timer is over and another arrow magically flies from your top of the head to the archery target leaving you thinking that you don't need bows at all. Just fart the arrow away - Ships/Sailing You raise the anchor and start sailing with your , lets say, sailing boat. You raise the sails and go fast. Then you decide you want to go a bit slower because you are approaching something or simply want to park your boat. The boat makes the same sound effects as if you're boat is riding through marsh/foliage while there is NO foliage at all in the middle of the ocean ( obviously ). Either check for water depth before making the sound or simply change/remove this sound effect. - Firemaking You grab your steel & flint with a kindling in your bag and start to light the oven/forge and hear a flint hitting to light your forge/oven .cool! Now you want to do the exact same action to make a campfire but then it suddenly has a brain fart and forgets that you're using the same flint for the same/ similar action. There is no sound of you hitting any flint and a campfire magically appears. These 2 actions are exactly the same. Why does a flint make noise on ovens/forge but not when trying to make a campfire? have you ever seen survival shows? Have you heard the sound it makes to start a fire with a flint :P? - Milking: Why on earth do we hear a sound effect AFTER milking and not WHILE milking? Either make the sound effect longer or simply use another one that can be used just like any other continious existing sound effect (building, foraging, botanizing etc ) - Praying: Let's start with the positive again. You actually kneel and pray ( the animation ) ! Great! Maybe add a very low (human) mumbling/whispering noise (any random language/non-existing language )when someone is praying at an altar? This example is not something neccessary but would add something nice to the praying part
  5. Hello. I write this after a discussion with some other player, hoping that other wurmians will find this idea interesting. This is what I propose: 1 - To implement the puppets line with the others deity puppets. 2 - Introduce a new item, a puppets theatre, made with planks, nails, cotton sheets and dye. 3 - To interact with the puppets theatre, The puppet should be put inside the theatre (the threatre must have the option "open"). When a puppet is inside, the theatre background changes, passing from an empty scenography to a different scenography based on which puppet is inside. So each deity has his scenography. Once a puppet is inside, the theatre spawn the option "play", and when you "play" it, it starts a little animation, something easy, a very short story, about the puppet inside (so a little story about Fo and so on). What do you guys think about it? I hope you'll like this idea
  6. Noticed on the preview client that helmets such as the chain helmet, kind of become disjointed and out of sync during certain animations (digging for example) and the player model's head will show through the helmet.
  7. Could you add npc animation? We want make farmer, so we summoning npc "farmer" and we can add to this npc animation "tending" or "farming", npc "miner" animation "mining". What you think?
  8. Not looking for gunpowder-laced explosions (though awwwesome); however, some degree of animation for walls collapsing and stone debri flying. EDIT: Granted on the matter of explosions... there IS magic.
  9. While woodcutting with a saw, the animation is for an axe and the sound is of a saw. Therefore I get to watch myself beat a tree with a hack saw while listening to something that sounds nothing like what I see. I don't know if this is the right place for this, if not I'm sorry.
  10. Wurm needs more animated emotes such as elaborate bowing and flourishes. And then theres dancing in general. For example going into an enemy kingdom and doing this... ...Isnt even possible. Even when theres no ban on pvp activities. We must be able to shake our things in defiance!
  11. Now we have emotes for various animated gestures, waving and the like; however, there still remains an entire area of non-animated emotes or poses rather. To cite a few examples, various forms of standing at attention, standing at the ready, and so on. Not to mention the more silly poses used to elicit a laugh. Basically anything other than the current relaxed stance while not having some animated movement, minus the transition to that point. Thats not getting into "idle animations" where the char starts doing various things when left without commands: Sniffing, coughing, scratching their ass, whistling, playing around with whatever is equipped or activated.
  12. 1) Begin Packing a tile 2) Queue up a "Level" action on an adjacent tile 3) Packing animation continues during Level action This might be related to the fact that there is no leveling animation. I searched around. Not sure if this is a dupe report. Didn't see anything. edit: Oooh. This isn't consistently reproducible. I just had it not happen. Will continue to investigate.
  13. I would love it if there was an option in the settings menu for disabling following things: - Creatures dying - Trees falling I appreciate the effort put into creating these animations but I would appreciate it even more if there was an option to disable them since I don't need to watch them hundreds of times. Before they were added creatures and trees just fell flat to the ground, I would like that.
  14. Just like the topic states. Male characters do the neat cross legged animation, but females just stand there. To reproduce bug, watch a female meditate on a rug.
  15. My suggestion is pretty simple: Add a "sit animation", it could be as simple as making it like a gesture in "loop", doing that gesture would trigger the animation on and off. Any other animation, like walking, fighting, waving, etc. would stop that "sit down" animation loop. This would serve no industrial purpose, but I think it would broaden the chances of interaction with the enviroment. ----------------------------- O ----------------------------------- Another posibility would be that certain items have the "sit down" option in their menu when right clicking them, and the character could "embark" the item, with a sitting down animation, but I recon this would be more complicated to implement than a free sitting animation as a gesture. Maybe even a "sit on ground" animation that you can trigger anywhere.
  16. I noticed when riding around my deed in my cart that when I use WASD to move, it is causing the wheels of all carts in the vicinity to animate and spin as if I'm driving them. Perhaps a problem with message broadcast?
  17. When woodcutting, you can see the outline of your eyes for a moment
  18. Hey, I logged on today to find that the single greatest part of wurm, the cattle, had been upgraded to a magnificent new texture and animation quality. I instantly ran out of my inn into my cattle field to inspect, and I discovered that all of my bulls as well as my cows are rendering at what looks to be 2 fps. It looks quite odd to have the animals rendering at a different speed than the rest of the game. I have spoken with others and determined that for the majority of people (everyone other than myself so far) do not experience this ultra-slow animation rate. It looks like it is running the full animation, just at a very low fps. If it were to animate 20 times faster, to match the fps of the rest of the game, the cattle would be moving extremely fast.. I am running the unstable client with every single option maxed out. I have a core i7 920, with a nvidia 570 gtx, and 8gb ram on an intel x58 motherboard. SIDENOTE: I installed the newest Java in order to test and see if that is the problem before I posted this and had someone tell me "install the new java" and now I am unable to use my unstable client. The stable client works normally, but unstable says "unable to launch" before even attempting to verify or download itself like it normally does. So now I am looking at the old cattle and I am unable to test whether the new java fixed the problem but I assume it did not since unstable is now broken because of it. UPDATE: I did this: Revnik Villager Members 12 posts Posted 13 June 2012 - 06:38 PM Go to Start, Run, type "javaws -viewer" and hit enter. Highlight Wurm and hit the red X to delete it. Click "Close" in the bottom right. The Java Control Panel should be open. Click the "Security" tab. Click "Certificates". Highlight "OnetooFree AB" and click "Remove". Close everything and try running Wurm again. Also, you can click Play on If you are running IE you can right click and "launch application" rather than downloading a new file every time. And now I am able to get to the launch screen where I click play in unstable. It loads everything and gets to the "setting up" stage and then crashes without any sort of message. If anyone knows how to fix this either of these issues please let me know.