[ame] https://www.youtube.com/watch?v=YaBbiXEUwIU[/ame] Interesting technology. The ''node graph'' and scripting behind this seems pretty well worked to me. Even though, there are still alot of improvements to do on the blending and some movements are completely off, it's nice to see anim tech like these progressing the…
Really cool stuff I prefer keyed animation just because it's controlled and clean, no need to deal with errors or cleanup, though the only Mocap I've worked with is Kinect ( it wasn't terrible) I'm sure it's probably similar to the 3D scanning vs Sculpting from scratch But like most things, every technique has it's place.…
There's Vector, a running game by NEKKI where they used a custom software for making the animations. They look very realistic. [ame] https://youtube.com/watch?v=Xsq-HxUdhKQ[/ame] [ame]https://youtube.com/watch?v=gK0xWq9qMgU[/ame] Off-topic, an animation detail that's stuck in my head is from Conker's Bad Fur Day for the…
A lot of it comes down to the style you work in. With more stylized characters, hand animation is a great option. Realisitic, you want as close to a real performance captured in your game. I'm sure a real animator could take a deep dive into the pros and cons of this idea. Also cost is a huge factor. You see it in a lot of…
With all the crazy and fast changes the animations go through, They'd have to be heavily reworked mocap, right? I'm not much of an animator, so I don't really know. Looks really great either way, the characters have a lot of personality and interaction going on. That can't be easy to do well.
IK in various degrees and State trees are pretty standard now. Unity had Mechanim since version 4.2 IIRC; Unreal before that. Leave it to Square Enix to apply it to everything though lol with the bowl of soup. Really impressive tech overall. Search Bungie and Ubisoft Run Time Rig online Mocap? yeah, hate it or love it,…