Ok so I misread the arms bit in the Squadron Report.
It's not about player avatars/arms (and replacing the unified avatar from a first person perspective). My bad.
It's just about replacing NPC arms...
Kinda suggests their workflow from mocap -> final product = painful (IE not worth mocapping a new set of animations). And/or that adjusting existing animations = painful too
We have had some suggestions that their animation workflow is, not the best...
Etc
Will be interesting to see how NPC pistol use looks when it hits the PU.
And whether their arms falls off
It's not about player avatars/arms (and replacing the unified avatar from a first person perspective). My bad.
It's just about replacing NPC arms...
AI (Features) said:The team also looked into getting a fully featured pistol animation set using hand and arm overlays on top of the existing stocked-weapon set. The initial test of the pistol overlay animation looked promising and will save time, effort, and memory. However, full-body animations can still be utilized for specific cases to maintain quality.
Kinda suggests their workflow from mocap -> final product = painful (IE not worth mocapping a new set of animations). And/or that adjusting existing animations = painful too
We have had some suggestions that their animation workflow is, not the best...
I’ve got a mate who I’ve discovered is making content as a third party for cig- and from the sound of it, sounds as expected a pita as cig have their own proprietary layers of stuff interfering with industry standards of animation/rigging etc.
Awww I’m disappointed- my mate who I found out was working on cig stuff - I can reveal it was another clarkson advert... not sq42 or anything interesting.
Only tidbits I could garner was that no surprise, cig have extraordinarily non-standard animation rigs, and that they appeared grateful that anyone could work with their data lol.
TheAgent (2022) said:(source)
- SQ42 supposedly undergoing a huge push for release but encountering some issues
- These issues include mostly gameplay but also have serious problems with animation, lighting and texture fidelity
- Mocap data having to be "recleaned" at a very high cost in manhours but with little real progress
TheAgent (2016) said:(source)
- problems with old animation vs new engine upgrade is causing a lot of problems
- more specifically: old shoots done with different tech, new captures much easier to get in and working
- tech was upgraded without realizing how it affected current animation capture and tools
- every NPC interaction in the prelude is entirely hand scripted at this point, no subsumption or "true" AI
Etc
Will be interesting to see how NPC pistol use looks when it hits the PU.
And whether their arms falls off