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Post by Felya87 on Feb 20, 2022 12:17:06 GMT
Andromeda made it clear the FB can do decent hairstyles. That's all I'm asking for. And more variety. I hope DA4 will take some time to model some hairstyles that don't belong to PS1 era. And no receding hairlines. It's still my bigger problem with DAI to this day.
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Post by marikahaliwell on Feb 20, 2022 12:30:07 GMT
In all honesty,I've lost the interest. Waiting so much for the game it takes out the enthusiasm. It's like the Avatar sequels. If they were made even after 5 years from the first movie's release, they could still keep the audience interested. But now after almost 15 years? I personally don't care.
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Post by ladyiolanthe on Feb 20, 2022 15:08:37 GMT
Andromeda made it clear the FB can do decent hairstyles. That's all I'm asking for. And more variety. I hope DA4 will take some time to model some hairstyles that don't belong to PS1 era. And no receding hairlines. It's still my bigger problem with DAI to this day. So hair was one of the things that BioWare had to develop from scratch for DAI. Until DAI, the Frostbite engine had largely been used for FPS games where everyone wore helmets, and the hair tech just did not exist. Since then there has been a lot of progress made, as you saw in Andromeda, so I'm hopeful for DA4.
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Post by Felya87 on Feb 20, 2022 16:21:12 GMT
Andromeda made it clear the FB can do decent hairstyles. That's all I'm asking for. And more variety. I hope DA4 will take some time to model some hairstyles that don't belong to PS1 era. And no receding hairlines. It's still my bigger problem with DAI to this day. So hair was one of the things that BioWare had to develop from scratch for DAI. Until DAI, the Frostbite engine had largely been used for FPS games where everyone wore helmets, and the hair tech just did not exist. Since then there has been a lot of progress made, as you saw in Andromeda, so I'm hopeful for DA4. Yeah, but I hope there will be more hairstyles. The choice is always a little too limited in my opinion, I can only hope for some more attention for this part of the CC.
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Sanunes
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Post by Sanunes on Feb 20, 2022 17:13:22 GMT
So hair was one of the things that BioWare had to develop from scratch for DAI. Until DAI, the Frostbite engine had largely been used for FPS games where everyone wore helmets, and the hair tech just did not exist. Since then there has been a lot of progress made, as you saw in Andromeda, so I'm hopeful for DA4. Yeah, but I hope there will be more hairstyles. The choice is always a little too limited in my opinion, I can only hope for some more attention for this part of the CC. Part of the problem with hairstyles is the non-stop backseat developers talking about clipping and how "easy" it would be to fix it.
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Post by Sanunes on Feb 20, 2022 19:30:56 GMT
A generous DA fan gifted this transcript of Jeff Grubb's recent podcast: The Q&A touched a little on Mass Effect... "'With the time frame you're saying for Dragon Age 4, is the New Mass Effect anything more than that teaser?’ [that was submitted question from a show viewer] Not really, it's mostly that teaser. It's in pre-production, there are artists who are dedicated to Mass Effect coming up with ideas, there's definitely people building out concepts for what the game could be, but it's pre-production. It's pre-production for Mass Effect still. It'll be in a situation where, once Dragon Age 4 is done, and it gets its updates, the team will be ready to quickly move into actual production of Mass Effect, but don't consider it in anything but pre-production until then." That is why I am cautious about trying to find real detail about the game from that one teaser video. It was done so far in advance of primary game development even if at the time it was accurate to what we saw with Liara finding all the pieces of Shepard to reassemble them (lets just hope she doesn't mix up an arm and leg). It doesn't mean that is going to stay that way since its so early in development. Just like Dragon Age when they scrapped it the first time I believe the reasoning stated was that it just wasn't working out and pretty much restarted the entire development.
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Post by ClarkKent on Feb 20, 2022 19:46:57 GMT
People talk about flowing hair physics and all that but the lack of decent short hair options really killed me. I mean what was up with that undercut?
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Post by colfoley on Feb 20, 2022 20:15:36 GMT
I don't think the engine even matters that much, what matters is that the developers are actually good and has familiarity with whatever engine they pic. I would also want to add to your list that they have the time to develop the content. I think that has been a problem BioWare has had by not giving themselves enough time to make the game and schedule more content then is possible to put into the final product. I think this is the thing though because more time is not neccessarily indicitive of the quality of the final product inherently. After all given the 'its been six years that this game has been in dev...well Origins was in dev for six years.' Thing is for me Origins was my least favorite Dragon Age game...and maybe the buggiest for me to boot. Though at least on this point it might be in a neck and neck race with Inquisition as well. And my second least favorite game is the one that got the least amount of dev time. So ultimatley it does not really matter how much time you have to dev a game but what you do with that time and the more time you have the more indications there could be a whole set of different kinds of problems if you just rush it out the door. Now I want to limit things like crunch and workplace stress, I know that can be tough, and maybe even what can add to this dev time...but I think Bio's problem has always more to do with scope and ambition rather then any constraints of time. From Anthem to Andromeda to Inquisition...the three games of theirs I am familiar with the dev process at least a LITTLE the story is pretty much the same: Big ambitious systems that they plan into the game that then have to be scaled back or scrapped entirely leaving them to scramble around to fix it at the last minute. And I am sure this happens on every project ever no matter the company, you try and do things and just don't fit...but the goal should be to identify those problems early and minimize it....easier said then done. People talk about flowing hair physics and all that but the lack of decent short hair options really killed me. I mean what was up with that undercut? Yeah I find it hella funny and ironic that everyone is all like 'we want longer hairstyles' but the first character I plan on making could be pushing bald. Gtranted if I get that far my second character concept could have flowing black hair.
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Post by Gilli on Feb 20, 2022 20:34:17 GMT
People talk about flowing hair physics and all that but the lack of decent short hair options really killed me. I mean what was up with that undercut? I agree. I use short hair on most of my charas I create in games and wasn't really happy with the short hair options we had. Examples of nice short hair: FFXIV: BG3: same hair, but I like it so *shrug*
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Sanunes
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Post by Sanunes on Feb 20, 2022 20:38:01 GMT
I would also want to add to your list that they have the time to develop the content. I think that has been a problem BioWare has had by not giving themselves enough time to make the game and schedule more content then is possible to put into the final product. I think this is the thing though because more time is not neccessarily indicitive of the quality of the final product inherently. After all given the 'its been six years that this game has been in dev...well Origins was in dev for six years.' Thing is for me Origins was my least favorite Dragon Age game...and maybe the buggiest for me to boot. Though at least on this point it might be in a neck and neck race with Inquisition as well. And my second least favorite game is the one that got the least amount of dev time. So ultimatley it does not really matter how much time you have to dev a game but what you do with that time and the more time you have the more indications there could be a whole set of different kinds of problems if you just rush it out the door. Now I want to limit things like crunch and workplace stress, I know that can be tough, and maybe even what can add to this dev time...but I think Bio's problem has always more to do with scope and ambition rather then any constraints of time. From Anthem to Andromeda to Inquisition...the three games of theirs I am familiar with the dev process at least a LITTLE the story is pretty much the same: Big ambitious systems that they plan into the game that then have to be scaled back or scrapped entirely leaving them to scramble around to fix it at the last minute. And I am sure this happens on every project ever no matter the company, you try and do things and just don't fit...but the goal should be to identify those problems early and minimize it....easier said then done. People talk about flowing hair physics and all that but the lack of decent short hair options really killed me. I mean what was up with that undercut? Yeah I find it hella funny and ironic that everyone is all like 'we want longer hairstyles' but the first character I plan on making could be pushing bald. Gtranted if I get that far my second character concept could have flowing black hair. I think we are thinking the same thing, just on two different wavelengths. I don't mean that they should take more time to develop the game, but knowing how much time they are going to need to realistically get things done and taking the time to make sure it works in the game. Even going back to Jade Empire the later part of that game feels a lot like "okay I got this done, moving on". I think a lot of the problems really go back to BioWare going all the way back to Square 1 each time and why I don't think going back to Unreal makes sense for I think that decision would play direction into not using their time wisely.
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Post by colfoley on Feb 20, 2022 20:39:35 GMT
Ironically I hope I am wrong, which is ironic, but if there is one casualty going into the next DA I could see it easily being the CC. Now we have gotten a few very vague tweets suggesting this is not the case over the years but there are a lot of popular RPGs out on the market that just completley forgo CC customization at all. That and actual proper role playing mechanics to but I hope Bio does not drop THOSE.
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Post by Sanunes on Feb 20, 2022 22:37:02 GMT
Ironically I hope I am wrong, which is ironic, but if there is one casualty going into the next DA I could see it easily being the CC. Now we have gotten a few very vague tweets suggesting this is not the case over the years but there are a lot of popular RPGs out on the market that just completley forgo CC customization at all. That and actual proper role playing mechanics to but I hope Bio does not drop THOSE. I think the CC is important, but at the same time with all the... let's say observations about lip syncing and things of that nature the easier way to improve those observations is to limit the CC. I bet it would make it easier for the team to make improvements in that the one area people seemed to be focused on with a lot of negativity. I think that is also why customization has become more limited in other games as well. For the games where the protagonist is fixed or at the very least limited choice has had the same kind of observations about the problems they have. Its all a balance act and trade-offs.
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Post by colfoley on Feb 21, 2022 0:11:28 GMT
Ironically I hope I am wrong, which is ironic, but if there is one casualty going into the next DA I could see it easily being the CC. Now we have gotten a few very vague tweets suggesting this is not the case over the years but there are a lot of popular RPGs out on the market that just completley forgo CC customization at all. That and actual proper role playing mechanics to but I hope Bio does not drop THOSE. I think the CC is important, but at the same time with all the... let's say observations about lip syncing and things of that nature the easier way to improve those observations is to limit the CC. I bet it would make it easier for the team to make improvements in that the one area people seemed to be focused on with a lot of negativity. I think that is also why customization has become more limited in other games as well. For the games where the protagonist is fixed or at the very least limited choice has had the same kind of observations about the problems they have. Its all a balance act and trade-offs. Exactly. I always have rated Andromeda's CC quite highly for this very reason. Most people dislike it for the lack of freedom it gave you...but for me that was more of a feature then a bug. While I always like CCs I also always struggle with them and unintentionally create quite monstrous characters. And while it might be fun to intentionally go out there and create better characters I would always prefer for going for more realistic characters...and I usually mess something up. Though on the note of hair I think the above applies more to facial features and bone structure rather then hair. If you can at least somewhat moderate the clipping problem no reason you can't go crazy with styles, lengths, and colors.
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Post by midnight tea on Feb 21, 2022 1:05:00 GMT
Ironically I hope I am wrong, which is ironic, but if there is one casualty going into the next DA I could see it easily being the CC. Now we have gotten a few very vague tweets suggesting this is not the case over the years but there are a lot of popular RPGs out on the market that just completley forgo CC customization at all. That and actual proper role playing mechanics to but I hope Bio does not drop THOSE. I think the CC is important, but at the same time with all the... let's say observations about lip syncing and things of that nature the easier way to improve those observations is to limit the CC. I bet it would make it easier for the team to make improvements in that the one area people seemed to be focused on with a lot of negativity. I think that is also why customization has become more limited in other games as well. For the games where the protagonist is fixed or at the very least limited choice has had the same kind of observations about the problems they have. Its all a balance act and trade-offs. I do think that Bioware has improved greatly with lip sync and expressions for Anthem. I know there were people who have tried to squeeze as much 'controversy' as possible, by trying to pass one conversation of an NPC in the background as some sort atrocity rivalling Andromeda's most infamous goofs and suggest - insincerely - that the whole game looks like this. But in reality there wasn't that much to squeeze out of Anthem animation-wise - so I wouldn't worry about DA, as they seem to have this aspect figured out. Besides, I don't really think the CC is that big of an issue when it comes to lip syncs or expressions - at least as far as the face goes, expression-wise. Face is kinda easy in a sense that it's a relatively flat plane on which not much is on (unless someone goes overboard with stuff like piercings or massive scarring, etc). When people talk about hair clipping, it's usually not an issue of them clipping at the front, but in the back (clipping into shoulders and neck) and generally being stiff as a plank, or not moving around the body in a manner that resembles hair. The expressions and lip syncs also have to be built to mesh with all kinds of faces seen in the game, PCs and NPCs alike (save for unique NPCs, like companions or important characters, majority of NPC are built in CC as well). Nobody is building those animations specifically for one model (unless it's unique). So obviously different lip shapes or eye bulge or length of forehead ain't that big of a deal, at least within certain limitations - which in DA world are pretty broad, given that lip sync and expressions animations have to encompass both giant Qunari, stocky dwarves and filigree elves. Where the issue lies is more a body than the face - I do think that they've made strides in this regard for both Andromeda and Anthem (in DAI they barely moved fingers and hid hands where they could if there was a gesture or things being held), but there were issues with animation for some body types (female Inkys looked funny when walking in scenes, weird broken elf arms), so to me it's more a question of what they're going to do with that - and whether we're going to get more than one shape for each race? I don't necessarily expect that, but it'd be interesting to see if anything happens in this regard.
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Post by river82 on Feb 21, 2022 3:50:05 GMT
Ironically I hope I am wrong, which is ironic, but if there is one casualty going into the next DA I could see it easily being the CC. Now we have gotten a few very vague tweets suggesting this is not the case over the years but there are a lot of popular RPGs out on the market that just completley forgo CC customization at all. That and actual proper role playing mechanics to but I hope Bio does not drop THOSE. Character Customisation? That's been one of Bioware's traditional strengths stretching right back to their Baldur's Gate days. I would be very surprised if they let the CC slide and sacrifice a part of their identity right when people are hoping Bioware is still Bioware.
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Post by river82 on Feb 21, 2022 3:59:40 GMT
People talk about flowing hair physics and all that but the lack of decent short hair options really killed me. I mean what was up with that undercut? I agree. I use short hair on most of my charas I create in games and wasn't really happy with the short hair options we had. Examples of nice short hair: FFXIV: BG3: same hair, but I like it so *shrug* Can't wait til BG3 releases. It looks amazing
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Post by Sanunes on Feb 21, 2022 4:54:00 GMT
I think the CC is important, but at the same time with all the... let's say observations about lip syncing and things of that nature the easier way to improve those observations is to limit the CC. I bet it would make it easier for the team to make improvements in that the one area people seemed to be focused on with a lot of negativity. I think that is also why customization has become more limited in other games as well. For the games where the protagonist is fixed or at the very least limited choice has had the same kind of observations about the problems they have. Its all a balance act and trade-offs. I do think that Bioware has improved greatly with lip sync and expressions for Anthem. I know there were people who have tried to squeeze as much 'controversy' as possible, by trying to pass one conversation of an NPC in the background as some sort atrocity rivalling Andromeda's most infamous goofs and suggest - insincerely - that the whole game looks like this. But in reality there wasn't that much to squeeze out of Anthem animation-wise - so I wouldn't worry about DA, as they seem to have this aspect figured out. Besides, I don't really think the CC is that big of an issue when it comes to lip syncs or expressions - at least as far as the face goes, expression-wise. Face is kinda easy in a sense that it's a relatively flat plane on which not much is on (unless someone goes overboard with stuff like piercings or massive scarring, etc). When people talk about hair clipping, it's usually not an issue of them clipping at the front, but in the back (clipping into shoulders and neck) and generally being stiff as a plank, or not moving around the body in a manner that resembles hair. The expressions and lip syncs also have to be built to mesh with all kinds of faces seen in the game, PCs and NPCs alike (save for unique NPCs, like companions or important characters, majority of NPC are built in CC as well). Nobody is building those animations specifically for one model (unless it's unique). So obviously different lip shapes or eye bulge or length of forehead ain't that big of a deal, at least within certain limitations - which in DA world are pretty broad, given that lip sync and expressions animations have to encompass both giant Qunari, stocky dwarves and filigree elves. Where the issue lies is more a body than the face - I do think that they've made strides in this regard for both Andromeda and Anthem (in DAI they barely moved fingers and hid hands where they could if there was a gesture or things being held), but there were issues with animation for some body types (female Inkys looked funny when walking in scenes, weird broken elf arms), so to me it's more a question of what they're going to do with that - and whether we're going to get more than one shape for each race? I don't necessarily expect that, but it'd be interesting to see if anything happens in this regard. I haven't played Anthem in ages and even longer since I made a character, but wasn't the face choice different where you picked the base face and could customize it a little? There were so many problems it wasn't a big issue, but I do remember people saying they hated the CC because "they felt it was limited". How much the CC impacts the lip syncing I think is based on how much you can do with the CC. If what I am remembering about Anthem is right the faces they picked could have all been tested, but if you give a place the Inquisition CC where you can make completely weird looking faces that don't fit properly on the animation rig is when it looks goofy. One thing about the problems with the body in Inquisition compared to Andromeda and Anthem is that you had all the different races that the Inquisitor could be. Instead of just making sure it works for a Male/Female Human which can be fairly equal in dimensions if needed the Dwarves, Elves, and Quanari are different to the point I think that it became a lot of "what works for every model". Edit: I think with modern technology and expectations for me the ideal system to base a new CC on would be Mass Effect 1. Its not completely custom where you drag the face into the positions you want so there is some aspect of it being fixed, but you can have plenty of options to customize the face to what you want.
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Post by midnight tea on Feb 21, 2022 5:36:06 GMT
I haven't played Anthem in ages and even longer since I made a character, but wasn't the face choice different where you picked the base face and could customize it a little? There were so many problems it wasn't a big issue, but I do remember people saying they hated the CC because "they felt it was limited". How much the CC impacts the lip syncing I think is based on how much you can do with the CC. If what I am remembering about Anthem is right the faces they picked could have all been tested, but if you give a place the Inquisition CC where you can make completely weird looking faces that don't fit properly on the animation rig is when it looks goofy. The reason Anthem CC was limited is because, IRC, there weren't many times (if at all???) where we saw our character, as the game had first person perspective. But a great deal of NPCs has been made in internal CC, so NPCs you see - with their different shapes and sizes - still looked and moved fine. Also, I have been talking about quality of animations, not Anthem's CC and the fact that Anthem had limited CC is more related to the game being FP rather than animation rig limitations. And Anthem was also a few years ago and DA4 is still more than a year away. They can always tweak those animations to fit more diverse faces of DA4, given that they have figured out the animation base for their earlier title. MEA had a lot of alien shapes that were more complicated than what we have in DA. In DA there are many types of a single shape of a body. They don't have any weird legs or appendages, so animations can still be the same for all of them. I think it mostly depends how they will be integrated with different heights or weights.
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Post by Fredward on Feb 21, 2022 5:50:06 GMT
I'd miss CC if they ditched/limited it but I wouldn't be surprised. It seems to be a trend with newer games, even if they have less emphasis on player involved cinematics than Bioware does, like BG3 and Cyberpunk. I will say, if they go the limited CC route (ie here's doll with more or less fixed physiology but you can like swap parts or w/e) it helps when every option is spectacularly attractive like BG3. You can still make them look like clowns if that's your vibe but they have excellent bones.
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Sanunes
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Post by Sanunes on Feb 21, 2022 6:45:40 GMT
I haven't played Anthem in ages and even longer since I made a character, but wasn't the face choice different where you picked the base face and could customize it a little? There were so many problems it wasn't a big issue, but I do remember people saying they hated the CC because "they felt it was limited". How much the CC impacts the lip syncing I think is based on how much you can do with the CC. If what I am remembering about Anthem is right the faces they picked could have all been tested, but if you give a place the Inquisition CC where you can make completely weird looking faces that don't fit properly on the animation rig is when it looks goofy. The reason Anthem CC was limited is because, IRC, there weren't many times (if at all???) where we saw our character, as the game had first person perspective. But a great deal of NPCs has been made in internal CC, so NPCs you see - with their different shapes and sizes - still looked and moved fine. Also, I have been talking about quality of animations, not Anthem's CC and the fact that Anthem had limited CC is more related to the game being FP rather than animation rig limitations. And Anthem was also a few years ago and DA4 is still more than a year away. They can always tweak those animations to fit more diverse faces of DA4, given that they have figured out the animation base for their earlier title. MEA had a lot of alien shapes that were more complicated than what we have in DA. In DA there are many types of a single shape of a body. They don't have any weird legs or appendages, so animations can still be the same for all of them. I think it mostly depends how they will be integrated with different heights or weights. With Andromeda it was always a Human Ryder having a conversation with another that could be of any race of gender so it only needed to be animated once for the members of the conversation wouldn't change. Inquisition you would have a Quanari/Dalish/Dwarf/Human (and sometimes the gender would make a difference) and being talking to anyone. They would have to customize the protagonist aspect for all those potential protagonists against talking to Solas. So there would need to be eight passes during any kind of interaction that involved the Inquisitor. The non-combat animations might be wonky or bad, but I am talking more about the times where it seems to be at its worst which for me was conversational moments. The non-combat elements remind me of Mass Effect 2/3 where they used the same animation rig for male and female Shepard which is why they sat identically. My guess for that kind of situation was more about how Inquisition was also to run on the PS3/360 and they were limited by system memory.
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midnight tea
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Post by midnight tea on Feb 21, 2022 7:17:34 GMT
The reason Anthem CC was limited is because, IRC, there weren't many times (if at all???) where we saw our character, as the game had first person perspective. But a great deal of NPCs has been made in internal CC, so NPCs you see - with their different shapes and sizes - still looked and moved fine. Also, I have been talking about quality of animations, not Anthem's CC and the fact that Anthem had limited CC is more related to the game being FP rather than animation rig limitations. And Anthem was also a few years ago and DA4 is still more than a year away. They can always tweak those animations to fit more diverse faces of DA4, given that they have figured out the animation base for their earlier title. MEA had a lot of alien shapes that were more complicated than what we have in DA. In DA there are many types of a single shape of a body. They don't have any weird legs or appendages, so animations can still be the same for all of them. I think it mostly depends how they will be integrated with different heights or weights. With Andromeda it was always a Human Ryder having a conversation with another that could be of any race of gender so it only needed to be animated once for the members of the conversation wouldn't change. Inquisition you would have a Quanari/Dalish/Dwarf/Human (and sometimes the gender would make a difference) and being talking to anyone. They would have to customize the protagonist aspect for all those potential protagonists against talking to Solas. So there would need to be eight passes during any kind of interaction that involved the Inquisitor. The non-combat animations might be wonky or bad, but I am talking more about the times where it seems to be at its worst which for me was conversational moments. The non-combat elements remind me of Mass Effect 2/3 where they used the same animation rig for male and female Shepard which is why they sat identically. My guess for that kind of situation was more about how Inquisition was also to run on the PS3/360 and they were limited by system memory. It depends - we don't know what has changed and how they are doing animations now, do we? In Inquisition they've had to animate everything several times for different body shapes.... would they have to do it again 7-9 years later, with technology changing as much as it did? How would mocap contribute to this? There was little mocap in DAI, now it's everywhere and we know they EA has a mocap studio Bioware's been using. Mocap is based on the sort of animation software that can basically automatically 'translate' movement, even from say an average 170 male to Hulk rig and so on - even if cleanup and adjustments are necessary, perhaps there is now some sort of animating software that can pretty seamlessly 'translate' movement animations on different rigs and 'automate' the brunt of the process? I'm speculating, naturally, but I do think for DA4 they should have many more tools they didn't have for DAI.
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Sanunes
N6
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Post by Sanunes on Feb 21, 2022 7:25:37 GMT
With Andromeda it was always a Human Ryder having a conversation with another that could be of any race of gender so it only needed to be animated once for the members of the conversation wouldn't change. Inquisition you would have a Quanari/Dalish/Dwarf/Human (and sometimes the gender would make a difference) and being talking to anyone. They would have to customize the protagonist aspect for all those potential protagonists against talking to Solas. So there would need to be eight passes during any kind of interaction that involved the Inquisitor. The non-combat animations might be wonky or bad, but I am talking more about the times where it seems to be at its worst which for me was conversational moments. The non-combat elements remind me of Mass Effect 2/3 where they used the same animation rig for male and female Shepard which is why they sat identically. My guess for that kind of situation was more about how Inquisition was also to run on the PS3/360 and they were limited by system memory. It depends - we don't know what has changed and how they are doing animations now, do we? In Inquisition they've had to animate everything several times for different body shapes.... would they have to do it again 7-9 years later, with technology changing as much as it did? How would mocap contribute to this? There was little mocap in DAI, now it's everywhere and we know they EA has a mocap studio Bioware's been using. Mocap is based on the sort of animation software that can basically automatically 'translate' movement, even from say an average 170 male to Hulk rig and so on - even if cleanup and adjustments are necessary, perhaps there is now some sort of animating software that can pretty seamlessly 'translate' movement animations on different rigs and 'automate' the brunt of the process? I'm speculating, naturally, but I do think for DA4 they should have many more tools they didn't have for DAI. With Dragon Age I think they would still need to make custom skeletal rigs for the non-humans. For conversational moments I don't see any change especially if there is any kind of interaction. There were developers in the past have made comments that each conversation/romance sequence needs a lot of custom work to prevent clipping and other negative effects for interacting in a conversation is the most time intensive part of animations. Conversations might be better if they don't have the jaw area complete up to the individual player to customize. Going by developer comments including AskAGameDev mocap helps as a base, but they still need to clean it up to fit within what they need in the game. I haven't heard of developers boasting about a new process with mocap software to make it any easier. I definitely agree they will have more tools or at least the bones of more tools from the three Frostbite games. I am just skeptical that many of those tools really help the animation processes. Going by the Jeff Grubb video/transcript it sounds like they might be in a better place development-wise then they have in the past. Of course as anything game related its open for speculation.
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Post by Lebanese Dude on Feb 21, 2022 13:32:47 GMT
Just watched Ramon Tikaram on The Great and all I could hear was Dorian. I'm really holding out for the decade-long wait to be worth it.
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Spectr61
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Post by Spectr61 on Feb 21, 2022 19:06:07 GMT
Yes!
Finally some posts about important stuff - Hair!
Do continue.....(gets moar Ryncol-n-popcorn)
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Post by Rascoth on Feb 21, 2022 20:30:51 GMT
I was actually thinking recently that we should see next hair talk soon, it's BSN tradition after all
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