idea: instead of animations, script quick (0.2 sec), small torso rotation.
Effect similar, maybe not as good visual wise as you get rotated only side-wise, not up/down as on the Kyatlu shown in the gifs, but improves the experience.
In theory you could script also up and down rotation... but that's another matter. Point is that this possibly could be done C++ wise instead of creating regular animations. There are
flowgraphs that can do this already... if someone would like I can make sample, working graph with knock-back effect. What would need to be done is linking similar directive with the weapons hit. At least - that's the theory.
Possible problems are:
- It'd be hard to implement this though with stuff with multi-hit weapons, like MRMs or LBXes. As in LBX each pellet hitting would mean some degree of rotation - for LBX20 it could be about 0.2 degree per pellet... question is if the rotation control script can support such small deviations.
- Another problem is that in theory: 2 AC2 == 1 AC5; 2 AC5 == 1 AC10, 2 AC10 == 1 AC20. So what if you get hit by 4 AC5 bullets simultaneously? In theory it should mean you get rotated by deviation equaling one of AC20 hit. Though noone seriously thinking would want each AC5 bullet to affect Mech as it'd be seriously annoying.
- Annoyance factor. Some test-sample video would need to be made and show to people, combined with a poll? Cause as we see - not everyone would be happy of struggling with controls.