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mitchellwebb1990

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Hello to all of the modders out there. I have an idea for mod that makes the combat animations seem less exaggerated. By that, I mean it'd be cool to see your character not swing their sword too much in a total arc, but in a half arc. Something that's similar to the vanila animations but instead of the sword finishing a total arc, it stops just where you strike the enemy.

I'm thinking of something like this.

 

I also notice that the grip of the great swords are unrealistic, wherein the character has their hands too close together. But in reality, having your hands at the top of the grip and the bottom of the grip would give a stronger and more controlled arc. Think of a batter gripping a bat, the hands aren't close together but far apart.

This is how a large sword would be held.

http://0-media-cdn.foolz.us/ffuuka/board/a/image/1341/09/1341092580726.jpg

Also, I think that all that would really be needed is just to alter small details on the vanilla animations, so for example someone could just reduce the swing arc, straighten or decrease the bend of the knees and lengthen the grip of the hands to make it closer to a more realistic and less exaggerated sword combat animation. I would do this myself, but I don't know the first thing to modding the skeletons of games and am too stupid to learn.

Sorry for a detailed and seemingly demanding request, but as an armchair swordsman I find the animations in Skyrim to be lacking. I also think that it would make skyrim a much more immersive and detailed game if someone were to give it accurate two-handed combat animations. I pray to Talos and Akatosh that someone takes interest in this. Thanks for reading and thanks for all of the awesome mods guys!

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  • 1 month later...

The problem i have with the video is that if they where real swords half of the stuff they are doing would be impossible due to weight and the result would be long arks unless you actually hit something and than the recoil would result in being unable to make a swing and means you are forced to defend. Thats real sword art.

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Actually, weight is not an issue. Many people believe that swords weigh a, frankly,ridiculous amount. The reality is that a "typical" (Oakeshotte XVa for example) with a length of 46" only weighs about 3 lbs 6 oz. The balance is not unwieldy, either. The proper balance point of most sword types (barring cavalry sabres which tend to be tip heavy) is approximately 1/3 the length of the blade from the guard. The only difference between the swords used in most videos of this type is the practice swords are dull and not of the same steel quality. However, some videos use actual swords for demonstrations<ahref="

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Here's an old video of iaido, a traditional Japanese martial art:<a href="http://www.youtube.com/watch?v=lwglX0YUwqE">http://www.youtube.com/watch?v=lwglX0YUwqE</a>It's a very old recording, so the quality is not very good, but that is a "real" sword (shinken).

Compare either of these videos with the combat animations in vanilla skyrim and it's maddening.

 

Edit: Paragraphs, and added link, said XV meant XVa

Edited by sebastianface
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The problem i have with the video is that if they where real swords half of the stuff they are doing would be impossible due to weight and the result would be long arks unless you actually hit something and than the recoil would result in being unable to make a swing and means you are forced to defend. Thats real sword art.

Well think of it this way, if you threw a punch you wouldn't want to swing all the way, it would leave you open. You conserve energy and pull back striking only when you have the chance. I think the same thing applies to sword fighting, when swinging a sword, you don't throw all of your energy in one strike instead you aim the weapon and then pull back when the blade misses the target.

 

 

Actually, weight is not an issue. Many people believe that swords weigh a, frankly,ridiculous amount. The reality is that a "typical" (Oakeshotte XV for example) with a length of 46" only weighs about 3 lbs 6 oz. The balance is not unwieldy, either. The proper balance point of most sword types (barring cavalry sabres which tend to be tip heavy) is approximately 1/3 the length of the blade from the guard. The only difference between the swords used in most videos of this type is the practice swords are dull and not of the same steel quality. However, some videos use actual swords for demonstrations<ahref="

">
</a>

 

Here's an old video of iaido, a traditional Japanese martial art:<a href="http://www.youtube.com/watch?v=lwglX0YUwqE">http://www.youtube.com/watch?v=lwglX0YUwqE</a>It's a very old recording, so the quality is not very good, but that is a "real" sword (shinken).

 

Compare either of these videos with the combat animations in vanilla skyrim and it's maddening.

 

Edit: Paragraphs, and added link

Yeah, it really takes getting used to if you obsess over martial arts and weapon combat like me. I'm no expert but I like to think of myself as an amateur hobbyist. But to be honest, I'm really not surprised, its like when bethesda makes a game the animations for physical combat is wonky. The sword fighting in new vegas suffers from the same problem too.

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While my experience comes from iaido, and not European styles like Liechtenauer, the concept is the same: I don't want to cut further than is necessary because it leaves an opening for a counter attack. That also extends to keeping the torso upright on vertical cuts. It would be bad to present your neck to the enemy by bending forward with the cut. All the power of the cut comes from the body. Bending forward actually works against you somewhat since you are not using your mass effectively. By bending forward you essentially are pushing your center of mass (hips) rearward.

 

As for the muscles themselves, the hands are tense to maintain grip. The grip is what stops the sword. The pectorals or shoulder blades are what initiate the momentum depending on which cut. The hip always push toward the enemy and are facilitated by an upright posture with straight back leg and slightly bent forward leg. The upper arm and shoulder are relatively loose. You don't "power through" a cut. You set the sword in motion at the angle desired, and stop it when needed. If you tense up during the swing, the cut ends up being poor in quality due to the sword vibrating as it moves through the air or target. It's like making a wavy line instead of a straight one. Even worse is if this is the case, the sword may turn inside the target or get stuck. Even if it is fatal, they may have time to kill you as well. Mutual kills were not uncommon.

 

I agree and would personally would love an animation mod. The animations are pretty good except for the body posture and swings......... and spin attacks. Spin attacks get you stabbed in the back. Keep steel between yourself and the enemy. I play in first person specifically because I have to pretend that the reason my character wins is because everyone else's technique is bad.

 

Now axes and maces I know nothing about. Bows too, for that matter.

 

Sorry if it comes off this way, but I don't mean to ramble or preach. I just wanted to explain why two very different styles both did things in a similar manner.

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While my experience comes from iaido, and not European styles like Liechtenauer, the concept is the same: I don't want to cut further than is necessary because it leaves an opening for a counter attack. That also extends to keeping the torso upright on vertical cuts. It would be bad to present your neck to the enemy by bending forward with the cut. All the power of the cut comes from the body. Bending forward actually works against you somewhat since you are not using your mass effectively. By bending forward you essentially are pushing your center of mass (hips) rearward.

 

As for the muscles themselves, the hands are tense to maintain grip. The grip is what stops the sword. The pectorals or shoulder blades are what initiate the momentum depending on which cut. The hip always push toward the enemy and are facilitated by an upright posture with straight back leg and slightly bent forward leg. The upper arm and shoulder are relatively loose. You don't "power through" a cut. You set the sword in motion at the angle desired, and stop it when needed. If you tense up during the swing, the cut ends up being poor in quality due to the sword vibrating as it moves through the air or target. It's like making a wavy line instead of a straight one. Even worse is if this is the case, the sword may turn inside the target or get stuck. Even if it is fatal, they may have time to kill you as well. Mutual kills were not uncommon.

 

I agree and would personally would love an animation mod. The animations are pretty good except for the body posture and swings......... and spin attacks. Spin attacks get you stabbed in the back. Keep steel between yourself and the enemy. I play in first person specifically because I have to pretend that the reason my character wins is because everyone else's technique is bad.

 

Now axes and maces I know nothing about. Bows too, for that matter.

 

Sorry if it comes off this way, but I don't mean to ramble or preach. I just wanted to explain why two very different styles both did things in a similar manner.

Actually I'm really fascinated by the mechanics and psychology of hand to hand/weapon combat so this kind of information just comes of as being awesome. Bethesda really needs movement experts on their teams.

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