Balsam Beige
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Post by Balsam Beige on Dec 17, 2016 16:45:51 GMT
But they could also have bitten off more than they could chew Now days, this shouldn't be acceptable with a Triple A company. It was one thing when they didn't use facial mocap and did all the anims by hand. With mocap there is simply no excuse. Agreed. How long have they been working on this game? They brought in outside help to work on the Nomad. You would think they could do the same for facial animations, if the talent in house is having difficulty.
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Post by Fredward on Dec 17, 2016 17:07:05 GMT
They didn't really bring in outside help for the Nomad, they got people who work on racing games still under EAs umbrella to help. I dunno if EA has any other games that really focus on facial animation.
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Sondergaard
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Post by Sondergaard on Dec 17, 2016 17:34:18 GMT
I couldn't give a toss to be honest. Story, choices and characters are what I want. Nice animations should be an 'as well as' not an 'instead of'.
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RoboticWater
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Post by RoboticWater on Dec 17, 2016 17:55:15 GMT
But they could also have bitten off more than they could chew Now days, this shouldn't be acceptable with a Triple A company. Why? Why can't AAA developers suffer from scope issues like everyone else? They are still people, you know, with aspirations to make a great game. BioWare wanted to keep improving on themselves, adding more conversations while maintaining their cinematic standard. That's no easy task especially when moving to an entirely new engine and using a new procedure for animation. A producer can try to allocate enough time and resources to that kind of task, but one would need to be legitimately prescient to know exactly how much would be needed. This isn't to make an excuse for BioWare. I would certainly prefer a smaller game with copious amount of polish than large game that plays like a rambling mess. Clearly, scope issues are never good, and they shouldn't be acceptable anywhere, but I don't see why its less acceptable for BioWare to poorly scope out a large problem than an indie dev to poorly scope out a small one. It's odd, though, to see someone saying that AAA devs should be more risk averse. The popular narrative is that AAA devs these days are too risk averse and need to take more chances with their design. And while having more cinematic conversations isn't exactly the most wild of features to go out of scope for, it is one that's important to BioWare. It's what they're known for.
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Post by RoboticWater on Dec 17, 2016 18:03:54 GMT
They didn't really bring in outside help for the Nomad, they got people who work on racing games still under EAs umbrella to help. I dunno if EA has any other games that really focus on facial animation. And before someone brings up "[DICE Game] has great facial animations! Why can't BioWare get those guys?" Animating the 5-10 characters in Battlefield game for upwards of 30 minutes (maybe) of cutscenes isn't the same as animating 40+ (that's an arbitrary number, but probably close) main characters (many of whom aren't even human) for however many hours worth of cutscenes. Even if BioWare used the same recording technology, the logistics are entirely different.
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Awkward Octopus
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Post by Awkward Octopus on Dec 17, 2016 18:18:48 GMT
Very few game studios are known for having good facial animation. The ones that are, like Naughty Dog, still do all the facial animation by hand. Because frankly, current technology can't beat an excellent animator. When it comes close, you get Uncanny Valley. But look at this. Hand Animation. Naughty Dog has the benefit of fewer characters, and no character customization, and they allocate a ton of resources into hiring many excellent animators and, I imagine, researching new ways of facial rigging, which is just as important - you can't use the same kind of animation rigs you would use in an animated film in a game engine. Now that real-time rendering is catching up, the rigs have to, too. (Unreal just started supporting alembic file imports... interested in seeing where that might lead). It's logical that BioWare, with their huge games, have to have extensive automation in there, including facial mocap. That said, mocap isn't a "plug tab A into slot B" process. (I... really don't want to launch into a mocap rant... suffice it to say there are steps. Many. Tedious. Steps.) It definitely speeds up the process from hand animation, but it's not simple, either. Andromeda is the first step in a new process for them, and I anticipate improvement with each new game BioWare makes. I am glad they're innovating. There's only so long you can polish an old process before you have to move on and start from the beginning with a new one. Where it lands for this game, we have no way of knowing right now because we don't know their exact process or where they are in it. Of course, I hope it's great. EDIT: To make sure I'm not being misleading: I believe Naughty Dog is doing more facial performance capture now, I'm not sure to what extent, though. I'm 90% sure the gif above must be hand animated, though... because of the hand passing in front of the face which would mess up markers.
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fade9wayz
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Post by fade9wayz on Dec 17, 2016 19:01:22 GMT
Very few game studios are known for having good facial animation. The ones that are, like Naughty Dog, still do all the facial animation by hand. Because frankly, current technology can't beat an excellent animator. When it comes close, you get Uncanny Valley. But look at this. Hand Animation. Naughty Dog has the benefit of fewer characters, and no character customization, and they allocate a ton of resources into hiring many excellent animators and, I imagine, researching new ways of facial rigging, which is just as important - you can't use the same kind of animation rigs you would use in an animated film in a game engine. Now that real-time rendering is catching up, the rigs have to, too. (Unreal just started supporting alembic file imports... interested in seeing where that might lead). It's logical that BioWare, with their huge games, have to have extensive automation in there, including facial mocap. That said, mocap isn't a "plug tab A into slot B" process. (I... really don't want to launch into a mocap rant... suffice it to say there are steps. Many. Tedious. Steps.) It definitely speeds up the process from hand animation, but it's not simple, either. Andromeda is the first step in a new process for them, and I anticipate improvement with each new game BioWare makes. I am glad they're innovating. There's only so long you can polish an old process before you have to move on and start from the beginning with a new one. Where it lands for this game, we have no way of knowing right now because we don't know their exact process or where they are in it. Of course, I hope it's great. EDIT: To make sure I'm not being misleading: I believe Naughty Dog is doing more facial performance capture now, I'm not sure to what extent, though. I'm 90% sure the gif above must be hand animated, though... because of the hand passing in front of the face which would mess up markers. Naughty Dog does, indeed, BUT, (maybe as you know, since you seem knowledgeable in that area) facial mocap requires that the character's mesh looks closely like the actor performing the mocap. If not, as it is the case for Elie in the trailer for TLOU part 2, animators have to correct the facial movement mocaped by hand, to fit Elie's facial mesh. Either way, it's still a lot of tedious work, as you indicated. That, however, only works for set characters. As I explained in another thread, customizable character simply can't be animated as finely as set character's, because depending on how you've customized it, the face will be deformed very differently from canon Ryder, and possibly cause vertex intrusions. So you need a less pronounced, more neutral animation that will hopefully fit most (except the truly extreme and horrifying customizations, of course, there's really no hope there). I fully expect our protagonist's facial animations won't be that great, better than this, because they definitely can improve some, but it definitely won't be as rich as a TLOU. Side main characters (like our companions), on the other hand, should be much better. Besides, considering the number of animation errors/mistakes there are in that whole scene, I'm fairly confident it's only work in progress. My guess is that they wanted to showcase an interrupt that wouldn't spoil too much of the story (Sloane being shown in the second Ai guide, they don't have to show one with another major NPC), as it is a gameplay demonstration, after all.
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hsomcokesniper
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Post by hsomcokesniper on Dec 17, 2016 19:02:57 GMT
Very few game studios are known for having good facial animation. The ones that are, like Naughty Dog, still do all the facial animation by hand. Because frankly, current technology can't beat an excellent animator. When it comes close, you get Uncanny Valley. I completely disagree. It may be a matter of preference but certainly not a fact. Unless you mean high quality in-game mocap is too heavy on our hardware...
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Post by Link"Guess"ski on Dec 17, 2016 19:08:50 GMT
Very few game studios are known for having good facial animation. The ones that are, like Naughty Dog, still do all the facial animation by hand. Because frankly, current technology can't beat an excellent animator. When it comes close, you get Uncanny Valley. But look at this. Hand Animation.FFS, I'm so sick of people bringing this up and calling it "hand-animation" when it isn't. Yes, Naughty Dog were boasting in all their previous games about how it was motion capture performances all the way, except they had to animate faces by hand because they didn't like the current results of facial capture. Turns out, hitting next gen they found use for it. NOTHING is hand-animated about the faces. The actors wear blue dots all over their faces while performing that translates their face movements 1:1 to the game models, and the rest is touched up or polished by hand. And regardless BioWare would never be able to do this because ND wouldn't either, if they had to animate for 100s of characters for a 30+ hour non-linear adventure. Doesn't excuse Andromeda looking absolutely subpar in facial animations on the other hand, but sometimes I shudder when I see people making Naughty Dog out to be, as if, game developer GODS or something because the only reason their approach works is because it's so overly cinematic and then only 15-20 hours long and everything you'll experience in the game is authored more or less, whereas in BioWare, CDPR or other games there's much more reliance on playability and mixing together story branches. ND makes great stories and good movie games but they have a minimalistic approach to making use of the gameplay to do anything besides enhance the already predefined visual things going on on the screen. It makes it feel like you're always following in the footsteps of the creators and once you get that feeling Naughty Dog games "diminishing returns" sets in and eventually you're just kinda unimpressed in spite of how pretty everything is.
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Awkward Octopus
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Post by Awkward Octopus on Dec 17, 2016 19:21:43 GMT
Very few game studios are known for having good facial animation. The ones that are, like Naughty Dog, still do all the facial animation by hand. Because frankly, current technology can't beat an excellent animator. When it comes close, you get Uncanny Valley. I completely disagree. It may be a matter of preference but certainly not a fact. Unless you mean high quality in-game mocap is too heavy on our hardware...This is sort of what I meant. There is some great mocap performance stuff out there, but I have not seen any of it in the context of game engines. I think it's possible, but I'll need to be convinced. I think the preference thing is a factor, too. I certainly admit to being heavily biased in favor of hand animation. I just prefer the look of it.
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Post by Awkward Octopus on Dec 17, 2016 19:41:26 GMT
Very few game studios are known for having good facial animation. The ones that are, like Naughty Dog, still do all the facial animation by hand. Because frankly, current technology can't beat an excellent animator. When it comes close, you get Uncanny Valley. But look at this. Hand Animation.-snip- FFS, I'm so sick of people bringing this up and calling it "hand-animation" when it isn't. Yes, Naughty Dog were boasting in all their previous games about how it was motion capture performances all the way, except they had to animate faces by hand because they didn't like the current results of facial capture. Turns out, hitting next gen they found use for it. NOTHING is hand-animated about the faces. The actors wear blue dots all over their faces while performing that translates their face movements 1:1 to the game models, and the rest is touched up or polished by hand. And regardless BioWare would never be able to do this because ND wouldn't either, if they had to animate for 100s of characters for a 30+ hour non-linear adventure. Doesn't excuse Andromeda looking absolutely subpar in facial animations on the other hand, but sometimes I shudder when I see people making Naughty Dog out to be, as if, game developer GODS or something because the only reason their approach works is because it's so overly cinematic and then only 15-20 hours long and everything you'll experience in the game is authored more or less, whereas in BioWare, CDPR or other games there's much more reliance on playability and mixing together story branches. ND makes great stories and good movie games but they have a minimalistic approach to making use of the gameplay to do anything besides enhance the already predefined visual things going on on the screen. It makes it feel like you're always following in the footsteps of the creators and once you get that feeling Naughty Dog games "diminishing returns" sets in and eventually you're just kinda unimpressed in spite of how pretty everything is. I was bringing it up mostly in the context of why ND is able to do hand animation and why it's very unrealistic for BW. The point I was trying to make is the same as your last paragraph, but apparently I failed at making that point. Also, partly, I see lots of people in this forum point at bad animation and say that it's because it was hand animated, when that's not true. There's good and bad hand animation, and there's good and bad mocap. So, I wanted to give a recent example of good hand animation. Apparently, this was not a good example. That's what I get for doing a quick Google search. My bad. I won't make that mistake again. I believed that specific gif was hand animated. If I'm wrong, I stand corrected. That said, I'm certain that it would have needed extensive hand correction because of the hand passing in front of the face (covering markers), and how that hand affects the mouth underneath, etc. But if I'm wrong, I'm wrong. I won't be offended by being corrected. That said, I don't think I wrote anything putting ND on some kind of pedestal (I mean, it's true that they're one of few game studios known for animation, specifically. That's all I pointed out). I know that they make sacrifices in order to allocate their resources into animation. I would appreciate it if you didn't make assumptions about my thoughts.
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ssanyesz
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Post by ssanyesz on Dec 17, 2016 20:07:45 GMT
But they could also have bitten off more than they could chew Now days, this shouldn't be acceptable with a Triple A company. It was one thing when they didn't use facial mocap and did all the anims by hand. With mocap there is simply no excuse. This video was uploaded 8 years ago: Don't know why games don't already have/use this kind of detailed facial expressions and animations. By the way, i just started replaying ME1, and my new FemShep expresses herself excellently, sometimes i can't barely believe it's a 9 years old game, i hope MEA at least reach that level of details.
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Post by RoboticWater on Dec 17, 2016 21:49:52 GMT
*snip* Don't know why games don't already have/use this kind of detailed facial expressions and animations. They do. Have been for years. If you haven't noticed, it's probably because you haven't been playing the right games. Quality mocap is expensive, time consuming, and graphically expensive, so the only games that can do it are big budget games with a limited number of actors, and an emphasis on cutscenes. Halo, Call of Duty, and Uncharted are probably the most obvious examples. If you've only been playing RPG or large scale adventure games, you probably wouldn't have seen high quality mocap because the exorbitant amount of money needed to do it was better spent elsewhere. What? No game made by BioWare has ever had excellent facial animation. You likely perceive it as better only because ME1 is much farther from the uncanny valley than any more recent game.
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Post by ssanyesz on Dec 17, 2016 22:18:02 GMT
*snip* Don't know why games don't already have/use this kind of detailed facial expressions and animations. They do. Have been for years. If you haven't noticed, it's probably because you haven't been playing the right games. Quality mocap is expensive, time consuming, and graphically expensive, so the only games that are big budget games with a limited number of actors, and an emphasis on cutscenes. Halo, Call of Duty, and Uncharted are probably the most obvious examples. If you've only been playing RPG or large scale adventure games, you probably wouldn't have seen high quality mocap because the exorbitant amount of money needed to do it was better spent elsewhere. What? No game made by BioWare has ever had excellent facial animation. You likely perceive it as better only because ME1 is much farther from the uncanny valley than any more recent game. Now that you mention it, almost already forgot about Mafia 3, the cutscenes there were really well made. Maybe you're right, but i think it still looks really nice: a few ME1 images
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Post by Link"Guess"ski on Dec 17, 2016 22:22:22 GMT
ME1 has better face animations in general than ME3 for example. There's something they changed about the way lips move in ME3 so sad expressions kinda have a lower-jaw protrusion like in Yvonne here <- that makes it look stupid. In ME1 they desperately needed more body movement and less of those "rolleye" conversation endings (you know what I mean, right?) but there was a nice fluidity and consistency to the way faces animated despite it being very procedural. It also had great scripted moments like when Ashley blushes when you compliment her after Eden Prime without saying anything. I feel there has been increasingly many scenes in more recent BioWare games where characters move their heads in certain ways but have a blank stare while doing so, so the emotional context is somewhat lost in otherwise solid writing. They move around a lot more during scenes but faces have gotten more and more stiff and DA:I makes people look like animatronics and if not that then they spend half the conversations tilting their heads while making a "not sure if serious" look regardless of what the emotional context is.
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Post by RoboticWater on Dec 17, 2016 22:32:09 GMT
They do. Have been for years. If you haven't noticed, it's probably because you haven't been playing the right games. Quality mocap is expensive, time consuming, and graphically expensive, so the only games that are big budget games with a limited number of actors, and an emphasis on cutscenes. Halo, Call of Duty, and Uncharted are probably the most obvious examples. If you've only been playing RPG or large scale adventure games, you probably wouldn't have seen high quality mocap because the exorbitant amount of money needed to do it was better spent elsewhere. What? No game made by BioWare has ever had excellent facial animation. You likely perceive it as better only because ME1 is much farther from the uncanny valley than any more recent game. Now that you mention it, almost already forgot about Mafia 3, the cutscenes there were really well made. Maybe you're right, but i think it still looks really nice: a few ME1 imagesLike the article said, it seems like all the emotion is coming from the eyebrows, so that's all that needs to be fixed.
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Post by Sanunes on Dec 17, 2016 22:39:52 GMT
With some of the other studios that have been brought up such as Naughty Dog, would you be willing to take the trade offs to have it more like what Uncharted is like? I am pretty sure facial customization has something to do with part of the facial animation limitations BioWare has to work with as well. So the question is would you accept a fixed protagonist to have facial animations that are similar to Uncharted 4? For me I rather have the customization and deal with the problems that gives.
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Post by colfoley on Dec 17, 2016 22:45:28 GMT
With some of the other studios that have been brought up such as Naughty Dog, would you be willing to take the trade offs to have it more like what Uncharted is like? I am pretty sure facial customization has something to do with part of the facial animation limitations BioWare has to work with as well. So the question is would you accept a fixed protagonist to have facial animations that are similar to Uncharted 4? For me I rather have the customization and deal with the problems that gives. Exactly. All this talk about Facial Animations...Facial l animations are the thing I tend to care about the least when it comes to gaming. So give me my customization and my story any day. Even if by some weird fluke the animations are as bad as they were in the trailer I will hapilly live with it as long as the rest of the game is good.
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Post by RoboticWater on Dec 17, 2016 22:48:07 GMT
ME1 has better face animations in general than ME3 for example. There's something they changed about the way lips move in ME3 so sad expressions kinda have a lower-jaw protrusion like in Yvonne here <- that makes it look stupid. In ME1 they desperately needed more body movement and less of those "rolleye" conversation endings (you know what I mean, right?) but there was a nice fluidity and consistency to the way faces animated despite it being very procedural. It also had great scripted moments like when Ashley blushes when you compliment her after Eden Prime without saying anything. I feel there has been increasingly many scenes in more recent BioWare games where characters move their heads in certain ways but have a blank stare while doing so, so the emotional context is somewhat lost in otherwise solid writing. They move around a lot more during scenes but faces have gotten more and more stiff and DA:I makes people look like animatronics and if not that then they spend half the conversations tilting their heads while making a "not sure if serious" look regardless of what the emotional context is. Again, the uncanny valley. People in Inquisition have far more detail in their faces, so we expect them to behave more realistically. The animation in both games is probably on par with each other.
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Post by Cypher on Dec 17, 2016 22:53:31 GMT
For all anyone knows, that footage was prepared during the summer and they sat on it until the reveal. It's not like they would've been working on it up until the week before since they would slow down dev time. It's also why back when demos were put out, they weren't lopped off pieces of the final build but carved off chunks for earlier builds. Showing off the latest stuff would slow down and impact dev time since the developers would have to work to develop for a demo showing and building the game at the same time versus just working to build and finish the game.
Then someone could just use earlier internal demos and footage from milestones, show it off in public, and call it a day.
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Post by Link"Guess"ski on Dec 18, 2016 0:14:23 GMT
With some of the other studios that have been brought up such as Naughty Dog, would you be willing to take the trade offs to have it more like what Uncharted is like? I am pretty sure facial customization has something to do with part of the facial animation limitations BioWare has to work with as well. So the question is would you accept a fixed protagonist to have facial animations that are similar to Uncharted 4? For me I rather have the customization and deal with the problems that gives. They have a system in place so all faces have the same facial animation, so that's not an issue at all. It's strictly related to the fact that there's just much, much more dialogue in a BioWare game than in a Naughty Dog game because one is a strictly linear, authored experience and the other is a non-linear "multi-authored" experience(s) because of choices. For every scene you get there could've been two other scenes at least in terms of dialogue and tone (facial expression, body language). Now, ND did actually attempt dialogue choices with Uncharted 4 but only 2-3 times and that was early in the game and they didn't do it substantially when they did it. It was one or two different lines before a timeskip leading to the same linear conversation, but that did in fact have its own facial animations and stuff. I think it's more relevant to compare BioWare to CDPR (as usual ) because both Mass Effect, Dragon Age and Witcher uses their own brands of procedurally generated conversation animations with some of it being performance captured. I think Witcher 3 comes out on top except for the fact that I like that cutscenes have better pacing during the dialogue in BioWare's games after ME1. I actually thought Witcher 3 had a lot in common with ME1, moreso than any other game, but that's another topic. I would say Witcher 3 has a minimalistic but effective approach to lip-sync and I say that very modestly because the lip-animations actually reflect the spoken vowels and syllables properly, they just have a bit of a wishy-washyness to them and in regards to eyes they can be a bit bubbly and wobbly to look at but most of the time the correct tone is there. The tech in DA:I is actually quite good, it's just not used well because I think BioWare got sloppy during their "polish" phase. There are too many instances of the emotional expression not matching the tone at all like Inquisitor smiling while you're picking an "angry fist" option and tilting his head in that awkward way. And that's the last thing I wanna mention. Procedural face-animation is part of the system but procedural "motion-capture snippets" is also another thing. You'll see the same bodily movements repeated over the trilogy of both Witcher and Mass Effect (minus Witcher 1) and there's some overlap into Dragon Age as well. It's because they have certain motion-captured animations in place they can reuse as many times as they want via the push of a button in their conversation toolset. Let's take a look at how this was done in ME1: And this approach more or less applies to the other "story-driven RPG" titles of our current time, whereas Naughty Dog and other great companies are very much locked into choreographing and designing, to the tiniest detail, everything with high production value. And if you ask me, I don't think there's a way for BioWare or similar companies to achieve the same level of quality with consistency as Naughty Dog in the genre of games they're making, well... ever.
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alihou
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Post by alihou on Dec 18, 2016 0:17:49 GMT
An interesting post about MEA video facial animation issues here. It's always nice to see GameDev's 'behind-the-scenes' point of view. (I've been away&busy recently, sorry if that one had already been mentioned). I don't see a link posted... Sorry I'm looking on my phone, but don't see anything.
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Sanunes
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Post by Sanunes on Dec 18, 2016 0:22:51 GMT
An interesting post about MEA video facial animation issues here. It's always nice to see GameDev's 'behind-the-scenes' point of view. (I've been away&busy recently, sorry if that one had already been mentioned). I don't see a link posted... Sorry I'm looking on my phone, but don't see anything. Its hidden slightly, the word "post" in the first sentence is the link to the article.
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Post by Andrew Lucas on Dec 18, 2016 1:24:40 GMT
I would like for Andromeda to have facial animations as good as TW3's, to be honest. I mean, m.imgur.com/P7C7zHr?rIf MEA has half the quality TW3 offers, I will be pleased.
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Post by Arcian on Dec 18, 2016 10:48:51 GMT
They didn't really bring in outside help for the Nomad, they got people who work on racing games still under EAs umbrella to help. I dunno if EA has any other games that really focus on facial animation. Outside help = Outside of BioWare's own studio Also, considering Dice made Frostbite and did a fairly good job with the facial mocap in BF1, they could give BioWare a few pointers.
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