I think it depends what it's needed for? It can be used to build a library of animations or combat animations, or to create final cinematics and so on. So it's possible that mocap happens through all stages of development in some form.
Yeah...I figured someone would give me a sensible and hype crushing answer
Right there with you on that brother.
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Do we know when mocap is typically done in a development cycle? It doesn't seem like something that would happen particularly early in the process.
I think it depends what it's needed for? It can be used to build a library of animations or combat animations, or to create final cinematics and so on. So it's possible that mocap happens through all stages of development in some form.
This is my understanding as well. General mocap for animations that aren't tied to specific story elements (combat, movement, general interactions, idling, NPCs doing their jobs, etc.) can be done earlier in development. Performance capture for scenes tied to the story would happen later in development as that stuff got nailed down.
I suppose the big question is too add murkyness to this debate: Could they be doing mo cap work for a trailer for EA Play? And as always what does that say about where they are in development?
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I suppose the big question is too add murkyness to this debate: Could they be doing mo cap work for a trailer for EA Play? And as always what does that say about where they are in development?
With EA Play less than a month away... it doesn't seem likely. As the current rumors place the game in late 2021 at the earliest, I wouldn't expect a full-blown DA4 announcement trailer for another year or so.
But... I wouldn't rule out the possibility they'll do something for EA Play as a morale booster. Maybe another non-specific teaser like they did at the Game Awards.
Personally, I'm clinging to the hope we'll get some kind of smaller, indie-style DA game to help tide us over.
I suppose the big question is too add murkyness to this debate: Could they be doing mo cap work for a trailer for EA Play? And as always what does that say about where they are in development?
With EA Play less than a month away... it doesn't seem likely. As the current rumors place the game in late 2021 at the earliest, I wouldn't expect a full-blown DA4 announcement trailer for another year or so.
But... I wouldn't rule out the possibility they'll do something for EA Play as a morale booster. Maybe another non-specific teaser like they did at the Game Awards.
Personally, I'm clinging to the hope we'll get some kind of smaller, indie-style DA game to help tide us over.
That does seem likely...well everything except for the last one.
The Youtube crowd would likely have a field day if there is no major BioWare news at EA play...of course they'd probably have a field day if they did.
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The Svinfylking, Old Norse for 'Swine Array' or 'Boar Snout',[1] was a version of the wedge formation used in Iron Age Scandinavia then by the Vikings, and by the Germanic peoples during the Germanic Iron Age where it was known as the "Schweinskopf" or 'Swine's Head'.[2] Its invention was attributed to the god Odin.[2][3]
The apex was composed of a single file. The number of warriors then increases by a constant in each rank back to its base. Families and tribesmen were ranked side by side and this added moral cohesion.[4][2] The tactic was admirable for an advance against a line or even a column, but it was poor in the event of a retreat.[2]
The formation consisted of heavily armed, presumably hand-to-hand warriors and less-armored archers grouped in a triangle formation with the warriors in the front lines protecting the archers in center or rear. Cavalry charging a group in Svinfylking formation were frequently attacked by the outer warriors with spears causing complete chaos among the horses. The swine array could also be used as a wedge to break through enemy lines. Several Svinfylking formations can be grouped in a side by side appearing something like a zig-zag to press or break the opposition's ranks. The weakness of the swine array was that it could not handle flanking. The swine array was based on a monumental shock. If the swine array did not break the enemy lines immediately, then the warriors in the swine array would not hold long.
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The Svinfylking, Old Norse for 'Swine Array' or 'Boar Snout',[1] was a version of the wedge formation used in Iron Age Scandinavia then by the Vikings, and by the Germanic peoples during the Germanic Iron Age where it was known as the "Schweinskopf" or 'Swine's Head'.[2] Its invention was attributed to the god Odin.[2][3]
The apex was composed of a single file. The number of warriors then increases by a constant in each rank back to its base. Families and tribesmen were ranked side by side and this added moral cohesion.[4][2] The tactic was admirable for an advance against a line or even a column, but it was poor in the event of a retreat.[2]
The formation consisted of heavily armed, presumably hand-to-hand warriors and less-armored archers grouped in a triangle formation with the warriors in the front lines protecting the archers in center or rear. Cavalry charging a group in Svinfylking formation were frequently attacked by the outer warriors with spears causing complete chaos among the horses. The swine array could also be used as a wedge to break through enemy lines. Several Svinfylking formations can be grouped in a side by side appearing something like a zig-zag to press or break the opposition's ranks. The weakness of the swine array was that it could not handle flanking. The swine array was based on a monumental shock. If the swine array did not break the enemy lines immediately, then the warriors in the swine array would not hold long.
John Epler @eplerjc
I'm really curious what that is in reference to. It's not like medieval tactical formations come up in everyday conversations very often.
I'm really curious what that is in reference to. It's not like medieval tactical formations come up in everyday conversations very often.
With the Tevinter/Qunari war ramping up again and potential battles with Solas' army, I wonder if we'll get into some large-scale battles. Releasing on next-gen consoles could make that a more viable option. Or just for cinematics...
I'm really curious what that is in reference to. It's not like medieval tactical formations come up in everyday conversations very often.
With the Tevinter/Qunari war ramping up again and potential battles with Solas' army, I wonder if we'll get into some large-scale battles. Releasing on next-gen consoles could make that a more viable option. Or just for cinematics...
Or we could see skirmishes during Fen'Harel's rebellion in the past. Or this is all a metaphor for some sort of process during game development
Last Edit: May 14, 2019 21:00:07 GMT by midnight tea
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Do we know when mocap is typically done in a development cycle? It doesn't seem like something that would happen particularly early in the process.
I think it depends what it's needed for? It can be used to build a library of animations or combat animations, or to create final cinematics and so on. So it's possible that mocap happens through all stages of development in some form.
Just asking out of curiosity, but did you used to work as a game/software developer?
I think it depends what it's needed for? It can be used to build a library of animations or combat animations, or to create final cinematics and so on. So it's possible that mocap happens through all stages of development in some form.
Just asking out of curiosity, but did you used to work as a game/software developer?
No, I didn't. I have a few friends and acquaintances who work at some capacity for game/software development, including a handful of folks from CDPR, but I myself never got to. Why - am I saying something outlandish or making it seem like I have some sort of specialized knowledge, aside from what I've read/heard or what may overlap sometimes with graphic design or CGI?
“The cosmos is within us. We are made of star-stuff. We are a way for the universe to know itself.”
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Just asking out of curiosity, but did you used to work as a game/software developer?
No, I didn't. I have a few friends and acquaintances who work at some capacity for game/software development, including a handful of folks from CDPR, but I myself never got to. Why - am I saying something outlandish or making it seem like I have some sort of specialized knowledge, aside from what I've read/heard or what may overlap sometimes with graphic design or CGI?
The latter; though with no animosity. Even though I'd like to think that I'm fairly up to date on how game development goes, I still find myself learning the various aspects of it through forums and videos.
No, I didn't. I have a few friends and acquaintances who work at some capacity for game/software development, including a handful of folks from CDPR, but I myself never got to. Why - am I saying something outlandish or making it seem like I have some sort of specialized knowledge, aside from what I've read/heard or what may overlap sometimes with graphic design or CGI?
The latter; though with no animosity. Even though I'd like to think that I'm fairly up to date on how game development goes, I still find myself learning the various aspects of it through forums and videos.
Huh... I generally try and make it quite apparent where I speak from position of a layperson/amateur and when I'm talking about things I'm more familiar with and I guess I should double the efforts in the future as I have no desire to pretend that I know more than I actually do. Aside from simply liking to know how things work I do have a lot of interest in knowing how things like game development works - but I should never be confused for somebody who actively works for or has extensive knowledge about gamedev, at least at this time Most of what I say is inferred from years of listening to people who work on the field - or from whatever overlap there is between elements of gamedev and other creative fields that I actually do have more extensive or even professional knowledge about or have keen interest with, like design or animation, for example.
Last Edit: May 15, 2019 4:33:32 GMT by midnight tea
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Post by AlleluiaElizabeth on May 15, 2019 14:26:36 GMT
I think the boar snout thing being used as an analogy for how to tackle development seems most likely. Kinda in the same vein of calling some team members the "tip of the spear" in various contexts.
Or maybe Mark watched a Viking movie recently, really really liked it, and now won't shut up about it.
Patrick Weekes @patrickweekes Them: The problem is that increasing the character height by even a single inch will affect the head rig. Me: So you’re saying it’s a real drag dealing with head-rig and the angry inch? Them: ... Me: No, trust me, this is hilarious provided you’re me.
Or maybe Mark watched a Viking movie recently, really really liked it, and now won't shut up about it.
My vote is for this one.
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Emily (aka Domino) Taylor pentapod #TFW autocorrect corrects your design description so that "small combats" actually becomes "small wombats" and now you need to convince everyone that actually this is a better option and would the art team make marsupials nao plz ty
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Post by Andraste_Reborn on May 15, 2019 22:51:34 GMT
Wombats are great. One of the few native Australian animals that is not trying to kill you!
(I mean, I am not saying you should pick up any wombats you see - they're still wild animals, don't hassle them - but they are usually very chill around people and will often let you walk right up to them and take pictures. Which can be inconvenient if you're trying to shoo them off the road so you can drive past.)
Patrick Weekes @patrickweekes Them: The problem is that increasing the character height by even a single inch will affect the head rig.
SIGH
This also ruined PW's perfect pun, too.
This means we won't see a lot of variation in height amongst NPCs, something that annoyed me in DAI. A crowd of people cheering the Inquisitor, and (assuming they are human) yet they are all the same height exactly? Muh immersion!
BTW, I think "head rig" is important for animation. And lord knows Bioware can't make any more gaffs about face or head animation.
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