An Option To Make Your Spartan Left Handed?

Just a thought I had.

I got this idea from Counter Strike Source (here is a video to show you).

What if you could choose to make your spartan left handed or right handed? It’s a simple option and adds so much customization and detail to your spartan. Maybe you think you are actually your spartan in the game and you are left handed, but your spartan holds their gun like a righty. Well with this option, you can actually hold guns like the lefty you want to be!

I just thought it would be a neat feature to add.

Thoughts?

UPDATE:

Added a poll

Despite being a right-handed person, I like this idea.

All for it!

I’m right-handed so my Spartan holds his weapon in the same hand as mine, but it’s totally not cool for that not being the case with those who are left-handed. We should definitely get a feature.

I’m Left-Handed, and i approve of this message!
i’d like my left-handedness to reflect on my Spartan also

> I’m Left-Handed, and i approve of this message!
> i’d like my left-handedness to reflect on my Spartan also

As am I!

Seems like it’d be helpful.

Lefties: does it feel weird to be a lefty, and use a lefty control scheme, yet still have the gun on the right side of the screen, with nades thrown from the left?

> Seems like it’d be helpful.
>
> Lefties: does it feel weird to be a lefty, and use a lefty control scheme, yet still have the gun on the right side of the screen, with nades thrown from the left?

Yes. Yes it does.

I don’t see why not.

> Despite being a right-handed person, I like this idea.

I’m still not sure on this. Yes, it sounds like a good idea, but the implementation isn’t quite as easy.

Halo 4 has 25 weapons. (Not counting the Target Designator) Each of these have a required set of animations.
weapon_ready
weapon_fire
weapon_reload
weapon_melee1
weapon_melee2
weapon_sprint
weapon_grenade_throw

Previous titles also had 2 idle animations, but H4 did not.
weapon_idle1
weapon_idle2

That’s 7 animations for ONE weapon in first person. On ONE side of the body.
25x7 = 175

Add in the third person animations for ONE side: (not counting the idle animations, which do not play in 3p)
weapon_rifle
weapon_pistol
weapon_support_high
weapon_support_low
4 groups x 7 core animations = 28

So, all up, there’s 203 animations required for all of the weapons in H4 - just on ONE side of the body.

To add a Left Handed option into H4 would take the animation total for the weapons from 203 up to 406.

Now let’s jump to H5/H:X1
We’ll work with a sandbox of 30 weapons, include the idle anims, and include ELITES.

Let’s start with all the animations we’ll need, and add one more in case a new function is added.
weapon_ready
weapon_fire
weapon_reload
weapon_melee1
weapon_melee2
weapon_sprint
weapon_grenade_throw
weapon_idle1
weapon_idle2
weapon_new_function

That gives us a nice round 10 animations.
30 weapons x 10 animations = 300

Add in the 3p animations:
weapon_rifle
weapon_pistol
weapon_support_high
weapon_support_low

We’ll assume the _new_function is visible in 3P, but idle1/2 are not.
4 groups x 8 core animations = 32

So that’s 332 unique animations just for the RIGHT HAND side, for a SPARTAN.

Adding in the LEFT HAND brings it to 632 if it’s FP only, or 664 if we include LEFT HANDED in 3P.
That’s just for a SPARTAN.

Adding in ELITES means totally new animations for the FP hand rig, and the 3P model.
So we might as well just double the count again.

That’s a total of 1264 animations if 3P is unaffected, and 1328 animations if it is.

So my answer is no. I don’t want to put the animators through that kind of hell.

I support this.

Im not left-handed personally, but i dont see a reason why not to have this kind of feature.

Also, i think there should be an option to adjust your FoV or remove it all together.

Left handed spartan? how about left handed primary trigger on a mappable controller scheme. I can pull the trigger 200% faster with my left hand, I had my right trigger finger surgically repaired after it was turned backwards from a spiral fracture.

Thanks for the post, I replied to a few customization posts about this but no one seemed to notice, I’m glad someone else agrees with me.

I don’t see a reason why not, I don’t really see a reason why either.

Link being left handed in the Zelda series never stopped me from playing it as a right handed person.

> -snip-

From what I understand most animating software uses bones. Meaning at most they would just need to flip those around.

It’s not like they would have to redo every animation from scratch.

> Seems like it’d be helpful.
>
> Lefties: does it feel weird to be a lefty, and use a lefty control scheme, yet still have the gun on the right side of the screen, with nades thrown from the left?

I’m left handed and play on Recon, but I don’t find it weird. When I first started playing Halo I did, but I’m use to it. Though, I’m curious to see if their was a option to switch to being left handed would it boost a lefty’s (My) performance.

> Left handed spartan? how about left handed primary trigger on a mappable controller scheme. I can pull the trigger 200% faster with my left hand, I had my right trigger finger surgically repaired after it was turned backwards from a spiral fracture.

I am all for a mappable controller but if we aren’t getting it, you should try to use another finger as your trigger finger. If you could get used to using your middle-finger as a trigger-finger and the index finger on “RB” you would get a significant speed advantage in many situations compared to people holding the controller the “normal” way.

There definitely should be left handed controller layouts though, as that directly affects gameplay.

If not, I think you can at least buy left handed controllers themselves.

I think that we should have this. We should be able to go from left to right handed and vice versa with the directional pad on the Xbox Controller.

We would see a quick animation where Master chief would swap the weapon from his right hand to his left hand and vice versa.

> I’m still not sure on this. Yes, it sounds like a good idea, but the implementation isn’t quite as easy.
>
>
>
>
> Halo 4 has 25 weapons. (Not counting the Target Designator) Each of these have a required set of animations.
> weapon_ready
> weapon_fire
> weapon_reload
> weapon_melee1
> weapon_melee2
> weapon_sprint
> weapon_grenade_throw
>
> Previous titles also had 2 idle animations, but H4 did not.
> weapon_idle1
> weapon_idle2
>
> That’s 7 animations for ONE weapon in first person. On ONE side of the body.
> 25x7 = 175
>
> Add in the third person animations for ONE side: (not counting the idle animations, which do not play in 3p)
> weapon_rifle
> weapon_pistol
> weapon_support_high
> weapon_support_low
> 4 groups x 7 core animations = 28
>
> So, all up, there’s 203 animations required for all of the weapons in H4 - just on ONE side of the body.
>
>

>
> To add a Left Handed option into H4 would take the animation total for the weapons from 203 up to 406.
>
>
> Now let’s jump to H5/H:X1
> We’ll work with a sandbox of 30 weapons, include the idle anims, and include ELITES.
>
>
>
> Let’s start with all the animations we’ll need, and add one more in case a new function is added.
> weapon_ready
> weapon_fire
> weapon_reload
> weapon_melee1
> weapon_melee2
> weapon_sprint
> weapon_grenade_throw
> weapon_idle1
> weapon_idle2
> weapon_new_function
>
> That gives us a nice round 10 animations.
> 30 weapons x 10 animations = 300
>
> Add in the 3p animations:
> weapon_rifle
> weapon_pistol
> weapon_support_high
> weapon_support_low
>
> We’ll assume the _new_function is visible in 3P, but idle1/2 are not.
> 4 groups x 8 core animations = 32
>
> So that’s 332 unique animations just for the RIGHT HAND side, for a SPARTAN.
>
> Adding in the LEFT HAND brings it to 632 if it’s FP only, or 664 if we include LEFT HANDED in 3P.
> That’s just for a SPARTAN.
>
> Adding in ELITES means totally new animations for the FP hand rig, and the 3P model.
> So we might as well just double the count again.
>
>

>
> That’s a total of 1264 animations if 3P is unaffected, and 1328 animations if it is.
>
> So my answer is no. I don’t want to put the animators through that kind of hell.

Why would you recreate animations for the left side, when you could simply flip them on a Y axis? That’s basically what Counter-Strike did, as they’re simply the same animations, but reversed. I’m all for it, and it would be nowhere near as difficult as you’re making it out to be.

> > I’m still not sure on this. Yes, it sounds like a good idea, but the implementation isn’t quite as easy.
> >
> >
> >
> >
> > Halo 4 has 25 weapons. (Not counting the Target Designator) Each of these have a required set of animations.
> > weapon_ready
> > weapon_fire
> > weapon_reload
> > weapon_melee1
> > weapon_melee2
> > weapon_sprint
> > weapon_grenade_throw
> >
> > Previous titles also had 2 idle animations, but H4 did not.
> > weapon_idle1
> > weapon_idle2
> >
> > That’s 7 animations for ONE weapon in first person. On ONE side of the body.
> > 25x7 = 175
> >
> > Add in the third person animations for ONE side: (not counting the idle animations, which do not play in 3p)
> > weapon_rifle
> > weapon_pistol
> > weapon_support_high
> > weapon_support_low
> > 4 groups x 7 core animations = 28
> >
> > So, all up, there’s 203 animations required for all of the weapons in H4 - just on ONE side of the body.
> >
> >

> >
> > To add a Left Handed option into H4 would take the animation total for the weapons from 203 up to 406.
> >
> >
> > Now let’s jump to H5/H:X1
> > We’ll work with a sandbox of 30 weapons, include the idle anims, and include ELITES.
> >
> >
> >
> > Let’s start with all the animations we’ll need, and add one more in case a new function is added.
> > weapon_ready
> > weapon_fire
> > weapon_reload
> > weapon_melee1
> > weapon_melee2
> > weapon_sprint
> > weapon_grenade_throw
> > weapon_idle1
> > weapon_idle2
> > weapon_new_function
> >
> > That gives us a nice round 10 animations.
> > 30 weapons x 10 animations = 300
> >
> > Add in the 3p animations:
> > weapon_rifle
> > weapon_pistol
> > weapon_support_high
> > weapon_support_low
> >
> > We’ll assume the _new_function is visible in 3P, but idle1/2 are not.
> > 4 groups x 8 core animations = 32
> >
> > So that’s 332 unique animations just for the RIGHT HAND side, for a SPARTAN.
> >
> > Adding in the LEFT HAND brings it to 632 if it’s FP only, or 664 if we include LEFT HANDED in 3P.
> > That’s just for a SPARTAN.
> >
> > Adding in ELITES means totally new animations for the FP hand rig, and the 3P model.
> > So we might as well just double the count again.
> >
> >

> >
> > That’s a total of 1264 animations if 3P is unaffected, and 1328 animations if it is.
> >
> > So my answer is no. I don’t want to put the animators through that kind of hell.
>
> Why would you recreate animations for the left side, when you could simply flip them on a Y axis? That’s basically what Counter-Strike did, as they’re simply the same animations, but reversed. I’m all for it, and it would be nowhere near as difficult as you’re making it out to be.

More importantly, why are we even talking about the animations? What’s important here is what the player see’s through their visor. The weapon on the left and grenades tossed from the right. Melees with left hand. What the other players see is immaterial. They’re still getting shot, naded, meleed. This is about a level of comfort for the player that right-handers take for granted. No need to over-complicate things.