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Post by boyaki on Mar 14, 2017 16:05:31 GMT
So first and foremost animation are not great in andromeda, they are not worse than before but the low lightning level and overall better graphics do not help at all.
Then it is not fair to compare a game who has more than a thousand character and those with only a limited number. Moreover it is not fair to compare a premade character animation and one that has to work with a character creation model. The animation of main character (except for their eyes) is actually ok. They no longer stay stagnant with arm doing nothing while they speak.
This being said. The eyes are still the most important thing to animate, and in a game focusing on character design it is weird to see how bad that part is. The few npc we saw until now like serious overall animation, like that woman in the nexus guide saying "we are dying" but looking as a robot. We can see the limit of open world and the limit of Bioware. And that makes me thing that they are already not great at this and should not try to do an extensive world if they can't do human expression easily then they shouldn't do a thousand different npc as they claim.
Looking at other games : Witcher 3. If you play witcher 3 animation are really good (for an openworld game and the work it requires). Even standard npc do have expression and seems to be life like. But this came at a price. There are 3 kind of npc : => plot npc, with unique skin and good animation => classic npc for interaction, with not so unique skin (on some cutscene you could see 5 times the same guy on one shot) but it allows the dev to give them a bit love => classic npc without interaction. Those are the npc walking in the street, common bandit and so on...you never see them in cutscene, because they don't get as much attention and are very mass effecesque looking if you what I mean.
Once again it is the proof that wanting to do too much result in little depth and diminish the pleasure of the player. That is one very comme scourge among the open world philosophy that somehow consider a big world should be stuff with as much content as possible. Resulting in map with 300 generic bandit camp. Dragon age inquisition had good lightning and fewer npc in general. When you think about it you get cutscene mostly with your team and important npc. You never get to have a close up on merchant while you were talking to them. This allow the team to focus on those particular characters. In vast npc filled room you start seing clones without expression, hopefully most of them wear helmet and masks. They dealt with that issue better.
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Post by longshadow on Mar 14, 2017 16:07:13 GMT
So i am watching the Polygon stream from the start of the game, default Sara. It looks a bit better than what i've seen previously, but there is still something off in some scenes. Looks like the frog lips have been fixed, or so far i haven't seen it. What stream??
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Post by Deleted on Mar 14, 2017 16:08:34 GMT
So i am watching the Polygon stream from the start of the game, default Sara. It looks a bit better than what i've seen previously, but there is still something off in some scenes. Looks like the frog lips have been fixed, or so far i haven't seen it. What stream?? Polygon (the gaming site) was streaming the first hour of the game. Can find it here in the twitter thread, or on Polygon's facebook/website.
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Post by longshadow on Mar 14, 2017 16:14:00 GMT
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Post by Deleted on Mar 14, 2017 16:16:15 GMT
The problem is lips. They look like someone stuck 2 slugs there and they're having a dance.
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Post by Cirvante on Mar 14, 2017 16:37:59 GMT
The problem with the lifeless eyes isn't just the animations, but also the fact that they are really dull. As in they don't reflect light properly. The best example is probably this comparison of Pellesaria in the demo and in the game: In the left one her eyes reflect the light properly and look very alive. In the right one the light reflection is right in the middle of her pupils, which looks strange. Her eyes look less lifelike and go into uncanny valley territory. Here's a comparison of some eyes from MEA and ME2/3:
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Chardonney
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Jade Empire, Mass Effect Andromeda
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Post by Chardonney on Mar 14, 2017 17:10:00 GMT
I agree, the proper light reflections makes a world of difference.
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linksocarina
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda
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Post by linksocarina on Mar 14, 2017 17:17:31 GMT
It's too close to uncanney valley. That's the real problem. People throw this "uncanny valley" too much recently. It's a phenomenon when something is very close to human, but you can't help but notice that something is wrong. MEA animations are just bad. You see exactly what's wrong with them. It's bad because we notice a lot of subtle animations in the face that go along with it. The stares and lip synching, all of that. It is close to human but were pointing out the imperfections of the facial animations.
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General Aetius
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Post by General Aetius on Mar 20, 2017 9:45:01 GMT
And what's wrong with my avatar??? Cameron Monaghan is hilarious as the Joker in Gotham. Nothing is wrong! It's just freakin scary. Guess he makes a good joker Is this better?
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Post by mrfixit on Mar 20, 2017 10:36:07 GMT
So... can anyone who knows a thing or two about all this technobabble explain to me *why* the animations are so problematic? What's the underlying reason for all of this since Frostbite is the same engine already used in DA:I? Not that their animations were particularly stellar (and not that I care), but they were at least solid.
(Addendum: to my untrained techno-ignorant peasant eyes the old Unreal engine used in the ME trilogy was better for animation purposes than anything I've seen in either DA:I or ME:A. The motions seemed more fluid and lifelike. Then again I don't know shit about technical stuff.)
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