What do they mean by unified avatar?Yeah, I suspect it's a side-effect of the unified avatar.
For whatever reason they never talk about having those issues with the male avatar. It seems to be the default, and then the process of adapting everything for the female rig is distinctly painful. (Even to the extent of adapting clothing, if I'm understanding the Pyro entries correctly. Not sure what else would have changed for the Pyro NPCs)
I don't understand this at all. They have a mocap studio, they have an animation department with male and female models, why can't they do the logical thing of using female mocap on female bones?Good guess. From the reddit post:
2019: Female animation being worked on. All previous animation for females were done with male mocap, now being replaced with female mocap.
This implies they're still trying to force it to work on either a modified model/bones or modified mocap.Throughout the month, the animators concentrated on improving male-to-female retargeting to ensure that female marines move naturally during combat.
OK the second video (from 2 years ago) made it a lot clearer and made me sigh in real life. They have a purpose made female model and if by "retargetting" the September summary meant adjusting male animation, then that's a workload they imposed on themslves and it will never look right.Yeah they've discussed the issue at points...
Source: https://www.youtube.com/watch?v=BXNGpg6ZfD0&t=3750s
Source: https://www.youtube.com/watch?v=oQpfL6iZqcg&t=988s
Supporting gendered avs always hoovers up resourcing, AFAIK. But CIG seem to have broken the wheel yet again...
What do they mean by unified avatar?
I know Chris has made claims for slicker animations being a side-effect of the unified body model, but I believe he was talking about that fact that all of the 3rd person animations would be seen from a 1st person perspective, instead of using a more basic rig for first person, IE:
Source: https://twitter.com/ollymoss/status/697926382861492224
Bonus fun one
Bonus fun EDO one
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Of course we've since seen all the downsides of that approach. The endless wrangling with headbob. The difficulties getting animations to work satisfactorily when grabbing items, seating, displaying cosmetics etc (all revisited at length with the female avatars, because everything designed to date had been for the male version). All because Chris insists they have to physically tally with the surrounding environment as exactingly as possible. (Whereas the standard system could give that impression a lot more easily via fudges.). And yet for all of his insistence that a hand can reach out and grab a T-shirt off the rack seamlessly and accurately from both perspectives, you still end up with stuff like this
Source: https://i.imgur.com/veDVgge.mp4
Because duh, 1:1 physical correlation between mocapped animations and the game world is a daftly exacting objective. It really does feel like Chris has sometimes pursued a 'make it real' agenda which is not hugely practical
And then devs essentially end up faking stuff anyway (like the first person shiver when cold), because of the insane amount of work involved no doubt...
Source: https://www.reddit.com/r/starcitizen/comments/g9hjnb/what_about_the_third_person/
Faking first person kinda happens for sensible reasons![]()
Unified avatar actually makes a lot of sense to me. What doesn't make sense is how it would create more work for single player gameplay. All they had to do is animate it in 3rd person and since the models are the same it will look right in 1st person. They have to do it anyway for the multi-player Star Citizen gameplay so what are they complainig about? Unless you can't switch between 1st and 3rd person in whatever they're working on, or if the 1st person portion will never make it into Star Citizen.They use a full body third-person avatar for both third and first person views. For various sketchy reasons...
A few games / mods have done it (Arma etc), but most just 'fake' the first person view. Because it's the no-brainer solution. (Which leaves you free to get on with making your game fun).
If they braged about that then it must be before that video from 2 years ago, because why would they brag about scaling a model to fit both genders after an emplyee says that doesn't work.Didn't they brag about adaptive outfit deformation and never done before mocap retargetting during a citcon panel back in the previous decade?
Didn't they brag about adaptive outfit deformation and never done before mocap retargetting during a citcon panel back in the previous decade?
Unified avatar actually makes a lot of sense to me. What doesn't make sense is how it would create more work for single player gameplay. All they had to do is animate it in 3rd person and since the models are the same it will look right in 1st person. They have to do it anyway for the multi-player Star Citizen gameplay so what are they complainig about? Unless you can't switch between 1st and 3rd person in whatever they're working on, or if the 1st person portion will never make it into Star Citizen.
Good old Boredgamer.Yep, found it: Con of the Citizens 2018
Good guess. From the reddit post:
2019: Female animation being worked on. All previous animation for females were done with male mocap, now being replaced with female mocap.
why can't they do the logical thing of using female mocap on female bones?
It's just work they have to do and probably had been easier and faster if they (knew they have to) make male and female version of everything from the beginning.
the way I see it, the animation has to be done anyway for NPC and AI crew the only difference is writing codes to tell the hand what the mouse pointer in interacting with. Even 1st person games has to show AI doing certain animations.It sounds like a good plan on the surface, but it's telling that nobody does it.
Think about all CIG's bespoke ship interfaces for example. In the traditional approach you just get a basic arm rig to appear to reach out to the correct place. Job done. In CIG's world they need to mocap bespoke moves and edit them to actually reach out accurately to the location, without clipping, distending in any location etc. (And do even more painful retargeting for the female variant).
For all the various savings unified avatars bring, the additional complexity costs clearly outweigh them. (And CIG have run headfirst into every conceivable complicating factor).
I was going to make the joke it looks unnatural because Sandi was a bad actress, and now I did.They did, but Sandi insisted on being the model. Then the devs insisted it be a human female.
Are you saying Chris Roberts is not god? You're going to break so many Citizens heart.To be fair, according to the bible even God didn't know he had to make both at the beginning.
Are you implying Chris is less than god?
3.21 is general for 3.21.x. I didn't wrote 3.21.0. And I wrote "will" not "is" (I would have used 'is' if I thought it was in the current 3.21.0 atm on the PTU).Is this the shortest prediction-to-proven-wrong timeframe yet? Impressive.
Replication Layer is planned for 3.21.x, it's not in 3.21
the way I see it, the animation has to be done anyway for NPC and AI crew the only difference is writing codes to tell the hand what the mouse pointer in interacting with. Even 1st person games has to show AI doing certain animations.
If its an issue of complexity then its more about CIG's ability ceiling. Maybe not with the actual coders but the head of CIG not knowing what the industry had been doing and keep making up new terms for things already industry standard.