Clarification: When describing the anti-aliasing, I used 'pixel' to mean different things. To be clear, what I meant to say @ 2:49 is: "Essentially when After Effects is going to determine the color and opacity of each individual RESULTING pixel, it's either going to be absolutely one ORIGINAL pixel or it's neighbor." The ORIGINAL pixels fome from the sprite of the gun that Metalman / Carrot made, and the RESULTING pixels are what you see once After Effects has rotated, scaled, and moved those sprites across the screen.
I think the inclusion of anti-aliasing and motion blur was an excellent idea.The way it was blended into the animations is a nice addition to the quality of the mod, I mean we got all these increasingly detailed maps being released daily and this mod is icing on the cake.The purists need to put the pipe down and go play vanilla doom instead of trying to manipulate or force modders into making everything just like vanilla, its as if they don't want to see doom overhauled,enhanced or improved.They even whined when bethedsa released doom1&2 bfg edition and the monster/weapon sprites weren't redone in hd with improved graphics, they don't know what they want.
First off. Long time fan of this project. It's probably one of my favorite mods ever. Now while personally I don't like motion blur, that's for the game overall. In quick animations like these it doesn't really bother me. Secondly, it's a FREE mod and complaining about small detail like I'm the creative director while not contributing anything would just reek of entitlement. Your work, your choices. I'll enjoy it either way, as I have and will continue to do
I actually really like the motion blur you add into your animations, makes them look more smooth and adds a sense of speed, not sure what the big deal about motion blur is.
For what it's worth, I like the blur but not the AA. In game I seriously doubt I would ever notice the tearing but I would notice the blurred sprite edges. Very fine work regardless.
One of the most convenient solutions would be to create the base sprites, scale them by 200% with a nearest neighbor filter, use bilinear transformation to animate them and then scale them to the original size with a nearest neighbor filter. No aliasing or artifacts and old-school style. because it ´s more sharp and less blur
It's cool to see someone who uses MB and AA describe why they use those 2 chocies, and what for. I don't mind AA at all since it seems to be a tool to help with visuals. But, the lackluster approval for MB is understandable. More importantly and precisely, the HEAVY USE of MB. I don't enjoy MB much at all, but the way you toned it down over the years of PB3' life cycle is really good. To best put into words, I see motion blue as a seasoning rather then an dish. It's meant to compliment what it's being used on rather then overtake it.
Thank you for addressing the situation for the use of anti-aliasing and motion blur on some of PB's animations, including yours. Not players should know why motion blur and anti-aliasing is used, and what happens if no anti aliasing is used. Although a program called rotsprite can do rotations better than After Effects without sprite tearing, it is a bit cumbersome to use, a color background is needed, you have to generate multiple sprites for each rotations, and it messes up transparent pixels, since they're exported as bitmap files. You also have to remove the colored background from each exported image. I'm glad that you have taken the easy route rather than the harder way. Keep up the great work with your animations Galdoc!
It might be a bit much but i'd think it be rad cool to have two versions of the mod, one with the motion blur animations and one without any effects I love them both anyway but i also enjoy that old school style
Not really fond of motion blur in general but i'm not entirely hating it because as long as you know how to use it(just like in this vid) then it improves the animation and makes it extra smooth.
I think a good way to please everyone is to have the reload changes be in different downloads I.E. one without Anti-Aliasing and Motion Blur, one with just the Anti-Aliasing and a last one with Anti-Aliasing and Motion Blur. This way everyone would be able to have what they prefer most and you guys wouldn't have to find a overly complicated way to have all three work in engine because that one with anti aliasing looks too great to not use
As interesting of an idea as that is, there's a big problem: It solves (kind of) the issue of file size, but makes it more complicated for everyone involved. The end user has to make choices at the downloading stage about what to get (where most people will just get all of it and work out which to use later, defeating the size benefit), the animator has to do a ton more exporting, and then either the programmer has to either code for both animations or someone has to VERY cleverly rig it so that they can drop in. Ultimately, I think it's better to just make a decision. But, that is not a bad idea in principle. :)
I typically feel im the only person who enjoys motion blur. People on YT starting games and shutting off MB like its some kind of bad smell theyre getting rid of. I ADORE motion blur, both animated, and post processing. I will ALWAYS utilize it if it's an option. And I /really/ enjoy all you've done, artistically and functionally. Sonat worst, please just make it an option. Let them take it off. I'll always want it, and enjoy it.
Wow to me the animations just felt Natural and smooth until it was pointed out and explained lol but i never knew that not using Motion blur + anti aliasing Cuts/Breaks the sprites i thought it could go both ways but jeez i was surprised that people would complain about such small little detail :/
Lots of people (in general for most games, not this specifically) dont know the difference from per-object motion blur and screen motion blur, which is a whole mess that i dont feel like continuing to talk about haha
I don't see any point against motion blur used in this way. Overall as an effect in a game, I hate it, but to make animations smoother and more fluid, it's very good. And to be honest this mod to this day has the best animations I saw in any mod! They make the game the whole experience and feeling more fluid and fast, it's really satisfying, and DOOM is all about that!
it’s not the motion blur that people hate, but in reality the camera motion blur where it needs to have a high frame rate, on crt monitors people didn’t have these problems because crt monitors could bring clearer images and time response of the frames was great and there was not so much excess of camera motion blur that we see on LCD monitors, now if you talk about the motion blur in objects that we see in games like crysis this does give a perfect feeling of animation and movement
I have seen the new DMR on the Discord, but now we have the pickup animation. Thanks for showing me the new looks of the DMR, Galdoc! Also, i saw a part of your Twitch stream you made the HDMR, will it replace the Underbarrel Grenade Launcher upgrade or it's a second upgrade for the DMR?
The motion blur is really nice and one of the things that made me download the mod when I saw it on a video. However, i do enjoy not antialiasing and because i like the crunchy feeling of unfiltered lowres stuff. Did you ever try to do just plain old smearing? That stuff looks really good on lowres games and it would be interesting to see it on a first person animations
I did try, but I wasn't feeling it for this; it felt inconsistent with the motion blur. You are right, though, that it is definitely a Style and some games pull it off exquisitely. :)
What's the best tool for replacing big groups of sprites all at once without having to reset the offsets?I tried slade but it keeps changing the offsets to zero after replacing them .
I dunno man, never was a fan of motion blur being added to something when your eyes naturally already do that when something moves quickly. The AA i can deal with and get over but that blur...
i know not many play with pad analog stick to move +mmo mouse to aim and choose weapons,but i do ..since PB got that Zmovement in,the analog movement wont work anymore ,so i play only older versions,wich is a shame.PLS add the option to switch Zmovement off so analog works again !! i realy love PB its my favorit mod,i would love to be able to play the newer builds too.
Found this video after watching your Factorio overhaul video, so I know I'm years out of date, but that motion blur looks terrible IMO. The anti-aliasing I think is mostly fine, if there was a way to have it not effect the edge pixels of the gun so you still had a sharp edge but had otherwise smooth colour transitions other than screenshotting every frame of the animation, manually editing their edges to resharpen them, and then dumping them back in a single slide at a time, I'd say do that. Hell, I'd it's worth the effort to do that anyway, but I know that's a lot of work for a project you likely weren't being paid for. The blur though is horrible. I've dropped other FPS games over excessive motion blur on the hands/melee/guns, and I likely would drop this if I'd ever played it over that issue. All that aside, the animations shown off here do look very nice.
Clarification: When describing the anti-aliasing, I used 'pixel' to mean different things. To be clear, what I meant to say @ 2:49 is:
"Essentially when After Effects is going to determine the color and opacity of each individual RESULTING pixel, it's either going to be absolutely one ORIGINAL pixel or it's neighbor."
The ORIGINAL pixels fome from the sprite of the gun that Metalman / Carrot made, and the RESULTING pixels are what you see once After Effects has rotated, scaled, and moved those sprites across the screen.
I think the inclusion of anti-aliasing and motion blur was an excellent idea.The way it was blended into the animations is a nice addition to the quality of the mod, I mean we got all these increasingly detailed maps being released daily and this mod is icing on the cake.The purists need to put the pipe down and go play vanilla doom instead of trying to manipulate or force modders into making everything just like vanilla, its as if they don't want to see doom overhauled,enhanced or improved.They even whined when bethedsa released doom1&2 bfg edition and the monster/weapon sprites weren't redone in hd with improved graphics, they don't know what they want.
Why did you guys get rid of the side roll, i loved it.
Whatever you choose to do, we appreciate and enjoy your hard work
First off. Long time fan of this project. It's probably one of my favorite mods ever. Now while personally I don't like motion blur, that's for the game overall. In quick animations like these it doesn't really bother me. Secondly, it's a FREE mod and complaining about small detail like I'm the creative director while not contributing anything would just reek of entitlement. Your work, your choices. I'll enjoy it either way, as I have and will continue to do
Thank you kindly. :)
I’m pretty sure you can disable it as well
I actually really like the motion blur you add into your animations, makes them look more smooth and adds a sense of speed, not sure what the big deal about motion blur is.
This kind of weapon animation work in Doom is sick. Also seen the same smooth style in Guncaster and am in love with it. Very very nice
For what it's worth, I like the blur but not the AA. In game I seriously doubt I would ever notice the tearing but I would notice the blurred sprite edges.
Very fine work regardless.
meh. Couldn't care less. I have bigger things to worry about such as can I still run pb.
great video
One of the most convenient solutions would be to create the base sprites, scale them by 200% with a nearest neighbor filter, use bilinear transformation to animate them and then scale them to the original size with a nearest neighbor filter. No aliasing or artifacts and old-school style. because it ´s more sharp and less blur
You guy's are incredibly talented looking forward to some enemy updates feel like some extra behaviors would add a great deal to combat.
It's cool to see someone who uses MB and AA describe why they use those 2 chocies, and what for. I don't mind AA at all since it seems to be a tool to help with visuals.
But, the lackluster approval for MB is understandable. More importantly and precisely, the HEAVY USE of MB. I don't enjoy MB much at all, but the way you toned it down over the years of PB3' life cycle is really good. To best put into words, I see motion blue as a seasoning rather then an dish. It's meant to compliment what it's being used on rather then overtake it.
Thank you for addressing the situation for the use of anti-aliasing and motion blur on some of PB's animations, including yours. Not players should know why motion blur and anti-aliasing is used, and what happens if no anti aliasing is used. Although a program called rotsprite can do rotations better than After Effects without sprite tearing, it is a bit cumbersome to use, a color background is needed, you have to generate multiple sprites for each rotations, and it messes up transparent pixels, since they're exported as bitmap files. You also have to remove the colored background from each exported image. I'm glad that you have taken the easy route rather than the harder way. Keep up the great work with your animations Galdoc!
I like to think of myself as [strikethrough]lazy[/strikethrough] efficient. :) (yes, I know the markdown command probably doesn't work lol)
Looking forward to more dev diaries
It might be a bit much but i'd think it be rad cool to have two versions of the mod, one with the motion blur animations and one without any effects
I love them both anyway but i also enjoy that old school style
Not really fond of motion blur in general but i'm not entirely hating it because as long as you know how to use it(just like in this vid) then it improves the animation and makes it extra smooth.
I think a good way to please everyone is to have the reload changes be in different downloads I.E. one without Anti-Aliasing and Motion Blur, one with just the Anti-Aliasing and a last one with Anti-Aliasing and Motion Blur. This way everyone would be able to have what they prefer most and you guys wouldn't have to find a overly complicated way to have all three work in engine because that one with anti aliasing looks too great to not use
As interesting of an idea as that is, there's a big problem: It solves (kind of) the issue of file size, but makes it more complicated for everyone involved. The end user has to make choices at the downloading stage about what to get (where most people will just get all of it and work out which to use later, defeating the size benefit), the animator has to do a ton more exporting, and then either the programmer has to either code for both animations or someone has to VERY cleverly rig it so that they can drop in. Ultimately, I think it's better to just make a decision.
But, that is not a bad idea in principle. :)
I personally don't like it, but it's y'alls mod so do what you feel.
The game looks awesome. What're your pc specs? Do you recommend andy gaming laptops?
I typically feel im the only person who enjoys motion blur. People on YT starting games and shutting off MB like its some kind of bad smell theyre getting rid of.
I ADORE motion blur, both animated, and post processing. I will ALWAYS utilize it if it's an option.
And I /really/ enjoy all you've done, artistically and functionally. Sonat worst, please just make it an option. Let them take it off. I'll always want it, and enjoy it.
Wow to me the animations just felt Natural and smooth until it was pointed out and explained lol but i never knew that not using Motion blur + anti aliasing Cuts/Breaks the sprites i thought it could go both ways but jeez i was surprised that people would complain about such small little detail :/
Lots of people (in general for most games, not this specifically) dont know the difference from per-object motion blur and screen motion blur, which is a whole mess that i dont feel like continuing to talk about haha
You're good fam
i love that motion blur
Beautiful animations.
I much prefer the motion blur and anti-aliasing _disabled._ Clear chunkiness is always nicer than vaseline-smeared, blurry work.
I LOVE motion blur. Never let the haters win.
I don’t care, it looks good to me
I don't see any point against motion blur used in this way. Overall as an effect in a game, I hate it, but to make animations smoother and more fluid, it's very good. And to be honest this mod to this day has the best animations I saw in any mod! They make the game the whole experience and feeling more fluid and fast, it's really satisfying, and DOOM is all about that!
You're awesome.
I love the motion blur
it’s not the motion blur that people hate, but in reality the camera motion blur where it needs to have a high frame rate, on crt monitors people didn’t have these problems because crt monitors could bring clearer images and time response of the frames was great and there was not so much excess of camera motion blur that we see on LCD monitors, now if you talk about the motion blur in objects that we see in games like crysis this does give a perfect feeling of animation and movement
I have seen the new DMR on the Discord, but now we have the pickup animation. Thanks for showing me the new looks of the DMR, Galdoc! Also, i saw a part of your Twitch stream you made the HDMR, will it replace the Underbarrel Grenade Launcher upgrade or it's a second upgrade for the DMR?
It will replace it :)
@@galdocstutorials Thanks!
@@kaledmarrero1011 The Underbarrel Grenade Launcher mode will also be included in the new upgrade too
@@jasonmartinez5116 Oh, so the UB GL will be in the HDMR. Thanks, JMartinez!
Look so cool
I personally love the motion blur
The motion blur is really nice and one of the things that made me download the mod when I saw it on a video. However, i do enjoy not antialiasing and because i like the crunchy feeling of unfiltered lowres stuff. Did you ever try to do just plain old smearing? That stuff looks really good on lowres games and it would be interesting to see it on a first person animations
I did try, but I wasn't feeling it for this; it felt inconsistent with the motion blur. You are right, though, that it is definitely a Style and some games pull it off exquisitely. :)
thank you for this video but i still prefer motion blur and anti-aliasing off. although its not the end of the world.
I understand, and I respect that. I am sorry I can't make it work both ways. :(
@@galdocstutorials haha, you shouldnt be sorry. everything still looks brilliant.
As long as i get my HMG, do whatever you want with the rest.
We got you fam
Or whoever made the addon anyway :)
I forgive you
What's the best tool for replacing big groups of sprites all at once without having to reset the offsets?I tried slade but it keeps changing the offsets to zero after replacing them .
I am not sure. That might be a good question for the discord server, as I don't dig into Slade often.
@@galdocstutorials Thanks bro, I'll check it out.
Looks good both ways tbh
I don't really understand why some people would make a fuss about it. I don't care either way.
I feel like the motion blur and anti-aliasing adds in an extra feel of weight and momentum to the weapon animations, I reckon you should keep it
AYoooo snipers are the only thin is missin ef we didnt count the rail gun
Other then that its perfect
Looks amazing. Let the haters hate.
wait a min, there was a controversy about this?
Kinda, in that i got the question a lot.
I dunno man, never was a fan of motion blur being added to something when your eyes naturally already do that when something moves quickly. The AA i can deal with and get over but that blur...
I respect your view, and thank you for sharing. :)
Well, too bad that I only can play older builds.
i know not many play with pad analog stick to move +mmo mouse to aim and choose weapons,but i do ..since PB got that Zmovement in,the analog movement wont work anymore ,so i play only older versions,wich is a shame.PLS add the option to switch Zmovement off so analog works again !! i realy love PB its my favorit mod,i would love to be able to play the newer builds too.
We're not the creators of ZMovement. You should ask it's creator Ivory_Duke about that. He is on ZDoom Forums
@@jasonmartinez5116 ah ok THX for the info
cant you just make the motion blur less noticeable
nope
could you fix the issue with the SSG, when i shoot to an enemy and you move back the sound of the shot dissapear.
Take it to the Project Brutality discord
I have fixed it recently
@@jasonmartinez5116 did you bro? I had the version from the last month and there was a the issue still there.
@@miguelfps4647 PB Github recently updated today, so download it again
@@jasonmartinez5116 thanks bro I checked it and was working fine. Thanks so much . Good job
1:05
I'm fine with the anti-aliasing to get rid of the tearing, but I really hate that motion blur effect added to the weapon animations..
Found this video after watching your Factorio overhaul video, so I know I'm years out of date, but that motion blur looks terrible IMO.
The anti-aliasing I think is mostly fine, if there was a way to have it not effect the edge pixels of the gun so you still had a sharp edge but had otherwise smooth colour transitions other than screenshotting every frame of the animation, manually editing their edges to resharpen them, and then dumping them back in a single slide at a time, I'd say do that.
Hell, I'd it's worth the effort to do that anyway, but I know that's a lot of work for a project you likely weren't being paid for.
The blur though is horrible. I've dropped other FPS games over excessive motion blur on the hands/melee/guns, and I likely would drop this if I'd ever played it over that issue.
All that aside, the animations shown off here do look very nice.