Yeah, it was very obvious that the faces where animated seperate from the bodies. its a cool tech, but I will always prefer traditional animation techniques.
@Vig: Yeah, it would be a good thing if engine developers start to think about other solutions than just blendshapes and bones. A lot of engines don't even support bone scaling animation, I mean stretch and squash is the most basic principle of animation (for cartoon AND realism) and a lot of animators aren't even able to…
Looks awesome but there's so much contrast between the faces and the rest. Shaders and lighting look kinda bland and at times normal maps look really weird on characters. Also there's a considerable difference between what you see on the split screen animation comparison to the final compressed game animations. As Vig…
@ UrbanMelon, I completely and whole heartily agree. The lack of understanding, and the exclusion of things like squash and stretch on bones while other aspects get heaps of attention and resources is one of the key reasons animators run off to film where armies of people are thrown at some of the problems animators face.…