I had already mentioned way back when the FPS visualization video was shown. It's actually saves them work in the long run. The guy behind that tech was the same german that made Crysis animation back in the day and they talked about it in the latest RtV that Nolan just posted a TLDR.
- Ivo Herzeg.
- [What do you do?] About 12 years ago he developed an animation system for CryEngine and now he’s doing the same here. He’s responsible for getting the runtime features in the game and technology up and running that’s needed to support that.
- [Can you explain what a unified rig is and why did you choose to use it for Star Citizen?] Before he explains what it is he’ll explain some pre-cursor. There’s a first person and a third person, and you only need a simple rig as most games are single player, but as games became more complex, people look down and want to see their legs and so they need to add another rig. Finally most games are multiplayer nowadays which means a third rig, so you’d have three rigs plus animation for first and third person systems.
- Unified rigs only have one skeleton, but it can take a little bit longer to get animations setup correctly, but it’s much easier in the long run.
- [What does it mean going forward for players?] It reduces the animations count by a lot. For all the weapons they currently have in Star Citizen, they need 50. If you compare it to Crysis 2, they had 1200.
- It also forced them to animate differently and in a way that animations will be needed for a variety of different things.
- With the unified rig, animations aren’t just fewer, but they can be shared as well.
- All the joints are able to be animated as well so in EVA when you jump off a platform, all of your limbs are physicalized so they aren’t just ragdolled randomly, but based on physics.
- [Does the stabilization that you’ve done impact mouse responsiveness like mouse smoothing?] Absolutely not, the sensitivity was turned down to get more of a panning effect for the video.
- [How will sighting work with head stabilization?] They just have to simply align it to the right eye, nothing complicated.
- [Is the work on head stabilization done?] Not yet, it’ll be ongoing and tweaking is something that’ll happen constantly.
- [Are you afraid that head stabilisation make character models look like birds when viewed in third person?] No.
- They took into account how it will look apart from making it stable.
- [How does stabilization work when you fall down?] It disables when you fall down, when you get up, when you sit, and some other scenarios. Still testing other areas though.
- [What input did you use to record the stabilization video?] Mouse.
- [Shouldn’t the visor bounce a little even with eye stabilization. I can imagine a motorcycle bounces a little bit] It depends on what you have, with a weapon your hands bounce, without a weapon your helmet will bounce.
- [Finals thoughts?] At first their one solution was thought to work, but it didn’t pan out and then after some creative googling and seeing a video of a chicken, it sparked a prototype
- That’s all with Ivo Herzeg.
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My take on the Kotaku.uk article:
I think it was a fair and well written article, nothing really new in it for the ones following the game daily but it might have helped most of the people just looking from the sidelines to realise how hard they've managed to pull trough (and how big of a feat it was). To raise those studios/talent and make it gel and work in a well oiled way to reach where they are now was not an easy task, and it was never going to be.
Even if the title was a bit click bait it gave a honest insight with both inside/out point's of view, I say click bait because saying that a game development is troubled is a redundancy when you speak about doing things that were never done before. Being it the raising money to build studios from scratch being it pursuing new ways to push tech to do what you do or just having the will to take risks for the sake of doing something above the norm.
All the big technical hurdles that we saw some dev's opposing to. (TheOrder Graphical Fidelity, KingomCom Layered Clothing and the Rebuild of Cyengine FPS animations (1st&3rd person integration) because they said "it was stupid" or that "was impossible" were proven wrong as that tech is now done and implemented.
It's not about doing what's been done, it's not about going with what works just because it works, it's about pushing boundaries and going the extra mile to get a better game, that's why I pledged and that's why I'm not bothered by delays, I understand the frustration of other's that just wanted another game to play. But that would be about it, just another game to play and nothing special.
The last technical hurdles (planetary landings and server optimization) should be the last BIG mountain for CIG to climb, and that's what they've been working on for 3.0.
The company is now in better shape than it ever was, big team in Germany / Frankfurt and growing, HUGE team in UK. US Studios more focused, communication improved immensely (the Comunity/Dev's Videos revamp was a blessing).
And for those that think that the article was negative or the beginning of even more turmoil about Star Citizen development you will be disappointed. They have a great team assembled, the more they work the better they work, they passed through the asteroids field with just some scratches and with the FPS module and Planetary Landings coming soon the best is yet to come!
As usual, you're just praising everything CIG does and don't understand the nature of issue here.
Yes, maybe they have a "good" team now, but the point is, much more (and better) could have been done with given money and time if it wasn't for CR's huge mismanagement and misunderstanding of building such a mammoth project.
In other words, too much money&time was spent in vain.
But yeah, just keep that propaganda train running. Although they said the project was fully funded at $60M, they'll need all the extra money to keep the dream running...without a release date.