Star Citizen Thread v6

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mocap is expensive (studio, actors, tech) and by definition less dynamic (game logic can alter animations around a situation)

Consider Half Life 2 uses no mocap
 
A quick question to people here that know about game development (I've been told many times that I know nothing about this topic) -

Is it normal for a game to use mocap for all character animations? I thought mocap was more expensive than standard animation.

I always assumed that games companies used animators for this stuff. Is using mocap cheaper than animation? Or am I showing my ignorance here?

In terms if what's normal for game studios, it's probably game dependent.
In theory, motion capture can save money (if planned and used efficiently) and be more realistic than hand animated characters;
Hand animating characters is highly skilled to do well and mocap really shines when you want to portray real (known) actors as their body language should be recognisable and to achieve this with regular animation is challenging!
There are issues with mocap though, practical costs aren't cheap, especially if you have to call back expensive actors to reshoot; blending between mocap samples isn't straight forward either.
Loads more to say about this probably, but bit drunk and struggling to type :)
 
A quick question to people here that know about game development (I've been told many times that I know nothing about this topic) -

Is it normal for a game to use mocap for all character animations? I thought mocap was more expensive than standard animation.

I always assumed that games companies used animators for this stuff. Is using mocap cheaper than animation? Or am I showing my ignorance here?

Usually there is large libraries they use for animation. If you've played Mass Effect you might have noticed familiar animations throughout the trilogy. For more complicated movements and cinematics, combat moves you'd use mocaps and add them to these ever growing libraries. Then there is facial animations, there are tools to generate them (didn't work so well with Mass Effect Andromeda at launch) and mocap for that, too.

Mocap need its own studio and equipment so it's probably quite the investment to setup. E.g. I belive Digital Extremes (Warframe) has a small one because they have so many different combat moves.
 
In terms if what's normal for game studios, it's probably game dependent.
In theory, motion capture can save money (if planned and used efficiently) and be more realistic than hand animated characters;
Hand animating characters is highly skilled to do well and mocap really shines when you want to portray real (known) actors as their body language should be recognisable and to achieve this with regular animation is challenging!
There are issues with mocap though, practical costs aren't cheap, especially if you have to call back expensive actors to reshoot; blending between mocap samples isn't straight forward either.
Loads more to say about this probably, but bit drunk and struggling to type :)

Thanks WT] ens ;)

I get the use of mocap for something like Gillian Anderson doing stuff, and I approve of that (I could watch her all day). But for someone mopping a floor or selling you a gun, it seems a bit like unnecessary overkill. It looks to me like money is no object in this game and either mocap is easier (but expensive) or animations can't have enough fidels for the game that is Star Citizen :D
 
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Thanks WT ens ;)

I get the use of mocap for something like Gillian Anderson doing stuff, and I approve of that (I could watch her all day). But for someone mopping a floor or selling you a gun, it seems a bit like unnecessary overkill. It looks to me like money is no object in this game and either mocap is easier (but expensive) or animations can't have enough fidels for the game that is Star Citizen :D

I think it was asp earlier mentioning how cr made a mocap studio (at significant expense) but then farmed most of it out to Imaginarium....
Hohum :)
 
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It looks to me like money is no object in this game and either mocap is easier (but expensive) or animations can't have enough fidels for the game that is Star Citizen :D

Possibly, or there's a need to generate revenue for Genuine Mocap Studios Corp, Genuine Actor Guild Interactions LTD, and Genuine International Mocap Mediators GMBH :D

I think it was asp earlier mentioning how cr made a mocap studio (at significant expense) but then farmed most of it out to Imaginarium....
Hohum :)

They did indeed! They announced it to great fanfare and applause - then it quietly disappeared. Then ages later, to great fanfare and applause, they announced that they were turning break-rooms and rest areas into adhoc mocap studios, as that suited their needs for immediacy and "realism" far more than any mocap studio could provide.

The mind boggles.
 
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Having watched the last two days twitch streams, I thought that the 3 streamers did a good job of streaming. Their interview yesterday was not brilliant, But today they did a very good job and got Erin talking, when I listen Erin it gives me confidence that a great game is coming.
 
Golly it looks good, the re-entry from space, the fact that you can see the ships 'weight' in flight. Oh golly I can see why the funding page on RSI has shot up again
 
Spectacular dogfight from todays stream, all kills through ramming: https://www.youtube.com/watch?v=vUHUW_magpU&feature=youtu.be&t=41m30s

It looks like the ships are gliding it's weird.

Well that's 100 million bucks down the drain.

money-down-the-drain1.jpg
 
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There's no atmosphere in that atmosphere. It appears as if there is literally no drag or momentum at all.

It's still a pre-alpha and flight model is still a WIP.
Developers are focusing on more important matter.
The project is under development for only 5 years, of which it took CIG 4 years to build up their studios and workforce, so it's actually effectively under development for only a year.
Worse games than this took much longer to make. Solid technical foundations are just being laid down and production will increasingly ramp up from this point on.
Besides that, in the meantime the scope has increased 10x because CR wants to make us the best game available, so have patience.
I know what you think - $156 million dollars. It's really nothing compared to what this game will be.
It deserves at least 1 billion dollars because it will be unlike anything else out there. And leave CIG alone. Stop asking and poking them with unnecessary irrelevant questions.
It will be done WHEN IT'S DONE. You should be grateful to be able to watch a masterpiece in the making.
 
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It's still a pre-alpha and flight model is still a WIP.
Developers are focusing on more important matter.
The project is under development for only 5 years, of which it took CIG 4 years to build up their studios and workforce, so it's actually effectively under development for only a year.
Worse games than this took much longer to make. Solid technical foundations are just being laid down and production will increasingly ramp up from this point on.
Besides that, in the meantime the scope has increased 10x because CR wants to make us the best game available, so have patience.
I know what you think - $156 million dollars. It's really nothing compared to what this game will be.
It deserves at least 1 billion dollars because it will be unlike anything else out there. And leave CIG alone. Stop asking and poking them with unnecessary irrelevant questions.
It will be done WHEN IT'S DONE. You should be grateful to be able to watch a masterpiece in the making.

Every year....the same excuses every year missing the
Solid technical foundations are just being laid down and production will increasingly ramp up from this point on.
to happen...
NOTHING in SC s ofar has become solid, its a weird wobly mess ressembling the tentacle monsters that sometimes appear in this project.

Every year just like a mantra....
 
I don't think this was always how it was with every quest giver...

But my memory of those days can be wrong...

Kill every other person in the queue and problem solved!

It was, the only time there was a que was when it was an escort mission. There was never a countdown timer or any such thing. Then you would have to wait for the NPC to re-spawn.
 
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A quick question to people here that know about game development (I've been told many times that I know nothing about this topic) -

Is it normal for a game to use mocap for all character animations? I thought mocap was more expensive than standard animation.

I always assumed that games companies used animators for this stuff. Is using mocap cheaper than animation? Or am I showing my ignorance here?

If Roberts was thinking forwards and not 20 years in the past he'd use all that mocap to train a neural network and come up with something like this (apologies if it's too off-topic, it's pretty cool stuff though):

[video=youtube_share;Ul0Gilv5wvY]https://youtu.be/Ul0Gilv5wvY[/video]
 

Jenner

I wish I was English like my hero Tj.
If they're going to show off a janky build anyway I wish they had just demoed the entire PU along with whatever they have working for cargo missions. The only reason I can think to show a limited in scope demo that is locked to a single planet and has no gameplay loop is that the PU build is essentially broken right now. After all they showed PC Gamer last month more than they're showing now....

I dunno. Just disappointed.
 
If it is a low gravity planet why does everyone walk normally?

Very good question ...

Was just about to post the same thing. Straight from the horse's mouth. Anyone thinking this game is coming out in the next year or two is probably going to be disappointed.

You reckon it will be out by my 75 birthday in five years?

I have to say, from the video I've seen so far of the show that I am not impressed. That, of course, is but my opinion. To be clear, what works is impressive but as some one indicated, it seems rather 'canned'.

Chief
 
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If they're going to show off a janky build anyway I wish they had just demoed the entire PU along with whatever they have working for cargo missions. The only reason I can think to show a limited in scope demo that is locked to a single planet and has no gameplay loop is that the PU build is essentially broken right now. After all they showed PC Gamer last month more than they're showing now....

I dunno. Just disappointed.

Happens every year now. Just before the show a dev/insider/journo sees the sneak peak saviour build and says it is awesome and amazing. None of that is actually at the show. I can't see how you can be disappointed.
 
Their new ATV/Burndown/Whatever is up - has been for an hour or so but I've been busy :D

I'm only a minute in and they have massive bandwidth issues - it's almost as if the fibre doesn't reach the rack.

Why on earth would you want a light in a helmet? It just tells someone else exactly where to shoot you. Devs do not understand palette cycling. Procedural generation is now spreadsheet random choice - apparently. NPC's Tposing is apparently a camera problem due to distance from player - how on earth are they going to make that work with multiple players?

Now they are significantly down on issues - which is a good thing I suppose - but their main issue is....

STILL NO GAEM CIG!!!!

I've watched it again and still cannot quite believe it. I bet real cash that a bunch of clowns with absolutely no game development experience could come up with something better in two years. I'm actually tempted to ask for help on this forum and try it.
 
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