bigbadbogie wrote:Because the game would explode if it allowed longer animations?
Limiting anything is just crazy in my book. The only limits that should exist are the limits of a computer's processing power. Those limits are far in excess of these absurd super-imposed limits in the game.
NOT limiting something is crazy.
You remind me of those people that think movie quality 3D models work in games where, in all honestly, poly counts like BZ2's are STILL the norm in MANY cases. A lot of work is done in modern games to shunt and improve through secondary methods, such as mesh subdivision on the GPU, normal maps, etc. If you try to force similar quality without understanding this you create something even a modern game can't handle.
Also, if the animation is too long, just make more than 1 animation. It sounds like its mission related so you should probably be using several animations animation for different states, else you are creating a highly linear process of events that can't have any adaptation for user location or movement.
You have a fundamental lack of understanding of what you speak and you act like what you say is common sense. It is frankly the opposite, you assume that computers are just magic power machines that can brute force through your massive structures of data from hell.
Every time you show up you do it to complain about some other limitation without a basic understanding for why that limitation exists and you always call it stupid or pointless or unneeded with no idea of why it is even there.
I've had to make 3D earth sized 500K+ geospatial records come back in a few milliseconds, I think I have the general qualifications to understand computer processing and data, of which you have none but still insist that your view is right without evidence. Here is an idea, don't blame the engine for an issue, blame your design for not adapting to it.