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Camelot Unchained News - City State Entertainment has posted a brand new Camelot Unchained video that shines the spotlight on the new animation system that will be utilized going forward. While in its initial phase of deployment, the developers will have an ability to create even more realistic character movement and high-quality animations from this point on.
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"If I offended you, you needed it" -Corey Taylor
"If I offended you, you needed it" -Corey Taylor
There are many non-human races in CU so I guess it's more complicated to go with mocap.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
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lol yea I'm happy they're improving the animations too. Here's a vid showing a character running around and attacking at the same time (WIP): youtube.com/watch?v=TTbki4PF7JQ&t=3h0m46s
Some running animations: youtube.com/watch?v=hJsq8yzFWDc&t=1h27m10s
That's what i was thinking too. Mocap does have it's drawbacks though. Trying to sync animations with other NPCs and other players for instance.
As a side note, i hope people understand how difficult it is to create animations, before they start criticizing them. These are just a couple animations shown too. Imagine a whole set for one race, now multiply that for 10+ races and genders.
If you would check it out more you would find out, that the new animationsystem is using animations for each bodypart, thats the reason why the attack animation don't need a fixed movement animation.
Here's a reply I find excellent from a user on Quora explaining why the producers of fantasy movies (but the reasoning applies to high fantasy games like CU too) may choose the keyframe animation rather than the motion capture:
Q. "[...] why do big animation companies take pride in creating animation the hard way (i.e. frame by frame) rather than use of Motion Capture?"
A. "I'm pretty sure Pixar would use motion capture all the time, if only we could convince the toys, action figures, bugs, monsters, robots, bears, birds, fish, rats, superheros, cars, emotions, and (soon) dinosaurs to wear the mocap suits.
That's kind of glib, but there is a serious set of technical issues underlying it. Pixar's animated films have a high percentage of non-human characters. Even the nominally humanoid characters like Woody have characteristics which humans do not have, like floppy, flexible arms and a ridiculous run cycle. The performance of humans are limited by human anatomy and by physics. The weight and length of each body segment, the inertia and scale, the limits to compressibility and stretchiness all present real limits to the motion of physical characters. If you try to transfer the motion of a six foot tall actor to a 6" action figure, you'll probably not get something you like. It will look odd. Out of scale.
Can you imagine a human actor giving this performance?
Go back and watch Woody's animation in Toy Story. Now, try to imagine performing his part. He's got a goofy run cycle. His arms and legs flop around. His arms and legs have an incredible range of motion. He movies insanely quickly, because he's small and his parts lack inertia. He is often comically off balance. When humans enter the room, he turns into a rag doll. All of these would be really, really hard for a human actor to perform. If you did try to mocap them, you'd almost certainly want to rework them for greater impact.
[...]
The fact is that animation is an incredibly difficult art form, and there are few short cuts, and even if their were, animators aren't really interested in them. I suspect they chose this particular art form particularly because it is difficult: it requires not only understanding of art, but of physics and motion. Each frame of an animated film is crafted for maximum impact. It tries to deliver a perfectly sculpted experience. Where blinks occur. How the profile of the character creates negative space. Squash and stretch. Animators make films this way because it gives them the maximum possible control over the results, informed but not constrained by physics.
There are no short cuts."
https://www.quora.com/Why-do-big-animation-companies-like-Dreamworks-Pixar-go-in-for-making-frame-by-frame-animation-rather-than-using-Motion-Capture-for-animating#
Even the motion of their humanoid races is imbued with fantasy. I'm pretty sure the studio doesn't want a copy of a real-life human running motion in CU.
youtube.com/watch?v=prDq2lhtzQg
youtube.com/watch?v=Zb_SizNRUPg
vs.
youtube.com/watch?v=QRRZIbPMw3I
youtube.com/watch?v=lAwp9NK3E0s
youtube.com/watch?v=Oj-LxnnlPB0
Motion capture is a great solution for many projects, but frame by frame is more suited to CU imo.
But for those for MOCAP... remember, Chris Roberts has one in his basement
Agreed. Look how CIG is doing the mocap for the Vanduul for Star Citizen, which shows Andy Serkis and Patrice Miambana in mocap walking with a slight hunch and shoulders raised, like a child imitating a large monster. When you want to do non-human yet humanoid creatures, mocap is the best, as the human body can walk and move in a variety of ways.
Because its expensive as fk for starters along with the animation syncing to skills someone else mentioned. Animations are the least important thing thing in a game with massive battles. This isn't some couch potato street fighter console game where animations are the most important part of the game.
Last week (WIP):