There are a couple of signs that the Trailer may have used in-engine material as its base source at points. Suggesting working prototypes for Legs possibly...
Here are some fun pro and enthusiast thoughts gathered on Reddit:
Given the periodic 'we have ongoing work on Legs' style pronouncements it seems feasible. Anyone got any tech insight? Get jiggy with it...

- The characters look like current Holo-Me representations. Duh
- The panel flips for the chair animation seem involved enough to be a legit WIP process. The recent trailers haven't dreamscaped 'game mechanics' or involved mechanical processes as a rule
- The way the knees are raised by the rising footpads would have been a lot of work for a little visual touch. More likely it's a working animation system
- The lift parts clip into the hull. Odd for a shiny mock up vid. Just like a real working game though
(See the hardpoints on a Courier for confirmation of truth
)
- The leg judder as the lift stops could suggest a working skeletal/animation rig etc
Here are some fun pro and enthusiast thoughts gathered on Reddit:
There are some things that area very interesthing in this scene if you think about.1 - The ammount of cliping the elevator have during the animation, the pistons and the plataform itself clip a lot in the hull;
2 - The low polly handles and cables on the ship;
What i think this means is:
- Those elevator/door animations are already in game;
- The character skeleton is a working one, since they already have this tecnology in planet coaster and the new Jurassic park game, importing them to Elite is definitly not a problem at all, we just never see those animations, because there is no option to leave the seat, only to go to the SRV and for Holome, but we can't move our character, only rotate it;
- The airlock interior is probably in all ships as well, because if you make one you could just copy and paste to all other ships just as a placeholder, or maybe we already have airlocks modeled for each type of ship in game... probably not.
I can tell you what's causing the judder, but I can't tell you the reason behind it. It's a brief instance of an IK rig (the thing responsible for keeping feet planted on the ground and hands stuck to objects when held) suddenly readjusting to the position of the character, which can easily happen in-engine and would probably look exactly like that, but it could also be a last-second polishing job by an animator to emphasize the movement of the elevator. If the latter, it's very poorly done, but that doesn't really qualify it as proof of the former. Thanks to the magic of IK, a rush job by an animator and an automatic adjustment to an environmental change can look identical.I've got another leg detail for you, but it's not in this shot. Look at the full trailer, at the scene where the pilot's chair rises up and the controls fold up over his legs. First of all, that's quite an intricate animation to craft for a shot that lasts for all of two seconds, which is what caught my attention, but that's not what I want you to notice; If you look closely at the pilot's legs, you can tell that there's a moment when they lift up slightly. As if they were pushed up from below. I realized that this is a reaction to the foot rests coming up to rest under his feet, lifting his knees ever so slightly. However, his feet aren't visible in the shot. His model is reacting to something that is happening off-screen.
To me, that's a hint that the chair animation was not made specifically for this trailer (or they changed the camera angle at the last minute, but that's even less likely to me since these things should be storyboarded and previs'd before any major work is done specifically to avoid doing more work than necessary). There would be no need to animate what's going on under his feet if they were never supposed to be in the shot. If I was animating that scene, I'd have just left his legs stationary, nobody would know that they're not quite at the correct angle at the end of the animation, and even if I did do the extra work, it's actually more likely that the lifting of the legs would come off as looking wrong because the cause behind the motion isn't clearly shown. I just happen to have figured out what's going on down there because I've spent a LOT of time staring at the models in this game... That suggests to me that the cinematics team got that animation for free, because someone had already made it for other reasons. Otherwise, the leg detail is not only unnecessary work, but work that potentially detracts from the animation by not being clear about why it's moving the way it does.
If we want to embrace our confirmation bias, we can also remind ourselves that this is the very first time we've seen commanders walking around on their own, not counting the CG release trailer. All other cinematics have only featured stationary characters, whether standing or seated. This is the first instance of what appears to be a walking animation using game assets.
That said, I wouldn't hold my breath that this is proof of anything, other than that maybe they've put one lonely animator to the task of making some character animations so they have something to test things with for later. That testing could be what determines the priority of the rest of the development, and that development could still be years away.
I can't tell for sure if the animations are reactive, but the dinos' animations [in JWE] when you airlift them (legs dragging off the ground and dangling in an organic way) leads me to believe either they are or someone spent a solid amount of time perfecting the animations by hand.
Given the periodic 'we have ongoing work on Legs' style pronouncements it seems feasible. Anyone got any tech insight? Get jiggy with it...

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