Mocap makes me sad. To me, it causes 'animators' to lack discipline and get lazy when it comes to their job. That may sound like a dickhead thing to say, which it is, but I've seen people flat out not doing something simple because there was no mocap data for it. For me, from an artist's point of view, it also seems to…
I had a strong interest back in College in animating, and in my gaming course we actually got to try out moCap from putting on the suits ourselves and cleaning it up in Vicon, and then bringing it into Max. I thought moCap was pretty cool in a lot of ways, and it was definately fun to run around in those suits... but when…
I've kinda not liked motion cap animation for a while but i could never figure out why. Then i was watching a gameplay video of Dragon age yesterday and I finally figured it out. All the characters are in heavy mideval armor but they way they move makes them look like their armor and weapons are made out of cardboard and…
It depends on the tools used. Invest in mocap, invest in the tools and animation talent to get it looking good. I agree with Gav and Pior, its a start not an end but there could be several things holding them back. - Not enough bones for every piece of armor? - They lack the technical know-how to rig up the secondary…
carry hand weights, wear a weighted vest? There's easy solutions... Is Dragon age mo-caped? As far as I know a lot, if not most, of game animation is still done by hand.
I was thinking something like this would be possible with layers. Been out of the game for animation for too long. that it does, and i wasn't saying all mocap is bad. just a vast majority of it.
There are some actors who are really good at dealing with MoCap. They will "simulate" such things as heavy armor in their physical performance, just by using their animation. But of course, these are few and far between. And the majority of actors called in for MoCap have no idea how to act for a virtual environment. (and…
this is just a thought, but in a game like Dragon Age aren't there like dozens of possible armours the player could wear? so even if they did mocap the actors with extra helmets or whatever, it would still only look right for a specific set wouldn't it? i wonder if pyhsics couldn't be intergrated somehow to add adjustable…
yeah pior secondary motion tends to be lacking on mo cap. I think most people just clean up the mocap and throw it ingame instead of using it as a base to get the animations correct. Athough i have to say it does work great for some games. Tony hawk, guitar hero, and GTA4 come to mind. but for those games most people are…