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What games have the best animations?
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What games have the best animations?
>>
mo-cap is not animation, it's mo-cap
>>
We talking in-game animations or pre-rendered cutscene animations?
>>
>>339637286
oh look, it's one of those people.

mo-cap has always been the future of animation. Get used to it.
>>
Vampire the masquerade, for its time though
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>>339637605
>mo-cap

>animation
>>
>>339637605
future or not mo-cap is not the same thing as animation
>>
>>339637605

Dude nobody is denying it's the future and shit, but it's not animation.
>>
xrd
>>
>>339637807
>>339637286
The faces arent mocap
>>
>>339637224
God Hand.
http://youtu.be/SFSen7DRQWU
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>>339637224
That's over-acted as fuck.
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>>339637993
I don't believe ypu.
>>
>>70322704

Metal Gear Solid 4 has great facial animations.

At least I think they are animations.
>>
>>339637828
motion capture is used as a basis for creating animation. Animation is what you call the end result. How the animation was created is irrelevant
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>>339637224

PUBLIC SERVICE:
THAT IS NOT IN GAME. THIS IS IN ENGINE BUT NOT IN GAME.

Cutscenes have a shit ton of post processing and character models with higher polygon count.
>>
>>339638070
>over exaggerated
Sounds like they perfectly nailed a female character then.
>>
Nobody can top this.
http://youtu.be/GV3CQSuxL50
>>
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>>339637331
>>
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Third Strike or Metal Slug
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>>339637224
definitely not naughtyshit games.
>>
>>339638363
Fuck me I actually laughed out loud.
>>
>>339637286
ND never does facial mocap though, they traditionally only use shadows for reference.

https://www.youtube.com/watch?v=M9eRNGsenjQ
>>
>>339638397
that's fucking stupid
>>
>>339638070
Free Radical were kings of animation. We really need to abandon all this motion capture lazy ass animations and go back to the hand animated beauties like Timesplitters.
>>
>>339638363
IM SOOO GAYYYYYY
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>>339638498
this mad
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>>339638363
Why the hell did they just render this scene with the original in engine looped animation?
>>
>>339637224
this is uncanny valley shit

elena's moving her face around way too much just to show LOOK AT OUR MOTION CAPTURE TECH GUYS and it's creepy as fuck
>>
>>339638478
I'd potentially argue KOF XIII looks better.
>>
>>339638498
lol show us another game that has better facial animation than OP's gif?
>>
in the whole buis FFXV has the best animations right now
>>
>>339638114
this>>339638537
>>
>>339637224
Killzone 2
>>
>>339638397
does he smack the gun up in the air or does the guy just throw it up as soon as he sees him?
>>
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>>339638589
Amen, brother.
>>
>>339638785
The AK has bakelite furniture, which is 350% more bouncy than wood furniture.
>>
>>339638705
it's not uncanny at all
it looks cartoony if anything

>>339638785
he smacks the guy down so hard that his gun is still at the level it was when they guy was standing up

His gun disappears because that animation happens when you pick up ammo for the same gun too
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>>339638363
>At 10 seconds it shows he's much shorter than her

lmao manlets
>>
>>339638478
Dudley's legs switch when he turns around.
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>>339637224
pre-rendered scenes do not count
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>>339638357
I came into this thread to post this

Also just borrowed uncharted from friend.

man there is really no freedom or cool tech you can do in this game is there? like you can't do anything that game dosen't force you to do.

6 out 10 its ok
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>>339638397
This is NOT cgi from a hollywood film, I repeat, this is not from a movie!
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>>339639036
not pre-rendered
>>
>>339638708
KoF13 has mediocre "animation" outside of neutral animations. the individual sprites look good, but the attacks are pretty static. KoF14 uses the exact same keyframes, but because it's using basic models instead of pretty sprites, everyone realizes how average it looks.
>>
>>339638969
>come on man get a grip of yourself, you can do this
>>
>>339638969
this webm is bethesdas greatest achievement
>>
>>339638546
Not defending uncharted but stupid silly stuff like that belong in video games
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>>339638728
it's a prerendered cutscene
it's not an animation

so tetris' square block
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>>339639036
except it's all in-game
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>>339639357
but when im playing the game the models do not look that detailed
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>>339637224
>mocap
>>
Smash 4

https://www.youtube.com/watch?v=-TUDgVy50ds
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>>339639241
>>339639357
people said this about the PS3 uncharteds and tlou too but 90% of the cutscenes in those were pre-rendered
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>>339639095
>h3h3.webm
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>>339637331
Uncharted 4's cut scenes are not pre rendered like previous games.
>>
>>339639180
>man there is really no freedom or cool tech you can do in this game is there?
Yeah, nah
You're fooling nobody, you haven't played the game
>>
>>339639036
https://youtu.be/ts2am8WRBXQ?t=3m10s
Educate yourself
>>
>>339639440
LOD

they get more detailed as you let the camera get closer. LOD is tightly controlled and optimized during the ingame cutscenes to make the models look their best
>>
>>339639357
no, this is very high bitrate video of prebaked assets. naughty cucks' favourite trick, so sonyggers will shit over all neofag with screenshots of a cutscene.
>>339639241
that's model viewer, tyrone
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>>339639702
Whatever. Let's see how smug you are when Xbox 1.5 is out.
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>>339639513
nope if you can change the Costumes its pre-rendered
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Final Fantasy XIV has some pretty amazing ones, especially for an MMO.
>>
>>339639513
All the cutscenes except for a handful of 3 second transition clips are real time in-engine.

If you want proof go and watch glitch picnic's Uncharted 4 episode. He shows some glitches where animations and stuff fuck up during cutscenes
>>
>Morrowind Combat
>>
U4's animations were really amazing. It wasn't like I thought they were real people, but I sure as hell didn't think I was watching a video game.
>>
>>339639440
Welcome to a question from 2005.

>How do the movie sequences in RE4 look so much moodier than the gameplay?

It's running real-time, but everything interactivity related is toggled off, and the only bit of environment in memory is what you see on screen.

As a result you get a massive boost for processing just the bits you want to show.
>>
>>339639357
>Start randomly getting upset and apologizing at each other

why are married couples so weird?
>>
>>339637286
this
At least they animated heads till TLOU, but U4 is plagued with "performance capture".
>>
>>339639803
>>
>>339639837
FF14 1.0 had actual animation. ARR and after is just there to look cool.
>>
>>339640019
they "animated heads" in the exact same way in U4
>>
>>339639837
XIV has nice animations overall IMO, I didn't notice any of them that were distractingly clunky.
>>
>>339640019
The faces are still key-framed.
The actors' face capture data is just used for reference. You can see in the behind the scenes clips they only use 10-15 capture points on the face. That's nowhere near enough for them to just drop it into the game
>>
>>339639513

All of TLoU, Uncharted 1,2,3 cutscenes were pre-rendered. But in Uncharted 4 the vast majority are done in-engine.

You can tell because you can enable photo mode during the cutscene and dick around with the effects/filters. If none of the effects work, it's pre-rendered.
>>
>>339637224
GTAV.

The way animations segue into each other realistically is second to none. Uncharted 4 looks like a joke from gen 6 in comparison.

I'm taking purely about gameplay animations and not facial/cutscene stuff, obviously.
>>
>>339637286
Well this is clean-up performance capture, and that DOES require actual animators to go over it, but I'd be inclined to agree.

It's boring, and much too expensive for what you get. I'd rather see good traditional animation, but then, Id also like to not look at those awful character designs in the first place.
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>>339637224
Euphoria is some amazing tech and Max Payne 3 had the best version plus other great tech details like pic realted
>>
>>339639803
>https://youtu.be/f-OeztLjswE
Skip to 8:05
All cutscenes are real time
>>
>>339640513
The idea of crossfading normal maps is not that impressive anymore. Maybe six years ago.
>>
>>339640389
Yeah, nah
Gta V is pretty good but it's blending is nowhere near as seamless as U4
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>>339640389
I agree that GTAV has fantastic animations during gameplay, but you're retarded if you think U4 doesn't as well:
https://i.4cdn.org/wsg/1464478954680.webm
>>
>>339639095
Good facial animation is the only thing you can say about VTMB. The animation of everything else is SO ABSOLUTELY FUCKING AWFUL.
>>
In terms of body animations done live (Not cutscenes).

Either GTA IV or Max Payne 3. The way Animations were calculated on the fly by the engine and not pre-baked gave them a more natural feel. Then there's Max Payne 3, the way he reacts when diving into solid objects is incredible.

It's a shame they toned down the animations for GTA5.
>>
>>339640687
>Animations were calculated on the fly

Well then they're not typically called animation, but simulation.
>>
>>339637286
mo-cap takes some animation work tho
>>
>>339639701
But i did.

What am I missing here? Cool rope stuff is the only thing i can think of.
>>
>>339640663
>>339640636
I've played GTAV (PC, 60fps) for about 100 hours and I just finished UC4 a few days ago and GTAV definitely has the better animations. They're way more realistic whereas UC4 looks cartoony and exaggerated. It's still good but GTAV is the cream of the crop.
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>>339640687
it's a shame the slow, realistic animations were actually bad for gameplay in MP3. Yeah it made you really feel like a fat mild aged drunk but Payne was meant to be a superhuman vidya man who turns on a dime and gets up instantly
>>
The OP is over acted as fuck in the face, they probably mocaped the faces and body motion seperatly so it doesn seem that good.

The best to me is still Enslaved and Timesplitters/Second Sight.
https://www.youtube.com/watch?v=FjkYhhieRX4
https://www.youtube.com/watch?v=ukombf0ptG0

https://www.youtube.com/watch?v=GnUO_TzmnD0
The scene at 24:00 for example
>>
>>339640925
Mostly it's cleaning up, and adding more weight to motions. And animators really really hate doing it.
>>
>>339641060
who is that goddess in the 2nd video
>>
>>339641060
24:15 actually
>>
>>339640092
Why is young drake with Cassie
>>
>>339640976

>you didn't play the game

It's the standard reply from a Sonygger when you dare criticize a Playstation exclusive. Even if I bother to post a timestamped photo of the game case next to my PS4 I'm often met with "That doesn't prove you've played it!"
>>
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>>339637224
all I want in my life is to quietly stand in the same room as Elena while she gets properly fucked
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>>339640003
the character relationships are actually pretty complex and well written
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Street Fighter 3rd Strike
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>>339641264
So it's just the acting that sucks?
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>>339641263
Cucks pls go
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>>339637224
getting some really bad uncanny valley from this
>>
>>339640687
The animations weren't calculated on the fly, you still see the same animations repeat over and over.
They were just able the displace limbs and layer animations over ragdolls, other games (including Uncharted 4) do this
Hell, even killzone 2's procedural death animations are better
>https://youtu.be/BPL6kfm8Ai4
>enemies grab for railings
>bullet momentum taken into account
>enemies use walls to prop themselves up
Its all there
>>
>>339641379
Haven't you heard? The Uncanny Valley isn't real. It's something pampered animation fans, industry professionals, and snarky designers have made up!
>>
>>339641207
You can unlock skins one you've finished the game, they carry over into cutscenes too.
It's just demonstrating the cutscenes are real time
>>
>>339641437

Animations for going up/down stairs. Animations for being hit by objects such as vehicles, other NPC's etc were calculated by the engine in real-time.

All I see in your trailer is generic ragdoll effects.
>>
>>339641379
literally how? It doesn't look real at all. It looks good, but not like "Woah is this real life??" good
>>
>>339641893
do you even know what uncanny valley is?
>>
>>339641751
>All I see in your trailer is generic ragdoll effects
The two clips flowing 0:25 show more advanced contextual animations than anything in any gta game
>>
>>339642053
https://www.youtube.com/watch?v=JXXOY2VmWB4
>>
>>339641893
That's the point.

Uncanny valley is when something looks real enough that you feel it ought to be real, but important parts are off, making it feel creepy.

Uncanny valley is not reserved for things that are indistinguishable from reality.
>>
>>339641931
it's when something looks so close to real life that it creeps you out, because there is something "off" about it
>>
>>339642110
yes except for the part where it has to look really close to real life
>>
>>339642101
Yeah pretty much none of that was in the final game
>>
https://www.youtube.com/watch?v=rCNHTsQ0FJY&ab_channel=GameNewsOfficial
Top this anons!
>>
>>339637224
so what personality did they give elena for this one? she swaps between being adventure happy and really conservative between games
>>
>>339639513
>>
>>339637224
>impliying cinematic animation means jack shit
>>
>>339637224
Cricket wireless commercials are the best animation I've ever fucking seen.
>>
>>339640003
When you've been in a relationship for a long time, you'll understand.
>>
>>339642106
well my point is that it does not look nearly real enough for it to be called "uncanny"

Also, things that are indistinguishable from reality would naturally not be uncanny because you must be able to distinguish them to feel the unease

>>339642194
>uncanny valley (noun)
>used in reference to the phenomenon whereby a computer-generated figure or humanoid robot bearing a near-identical resemblance to a human being arouses a sense of unease or revulsion in the person viewing it.
>>
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>>339642258
You'd know that's quite the opposite if you played GTA IV.

https://www.youtube.com/watch?v=GWVtZJo-HqI
>>
>>339638708
KoFXIII uses 3D models and rotoscopes them, its not true sprite work, the best sprite work in the biz was third strike and mark of wolves

sadly you see better sprite work nowadays from fucking hentai games than you do actual games
>>
>>339642258
what are you talking about? I've seen basically all of those types of animations (you will never really see the same exact one twice) in GTA IV
>>
>The two clips flowing 0:25 show more advanced contextual animations than anything in any gta game

Which one? The one where a ragdolls arm happens to brush past a nearby box as it flails, or the Soldier doing the generic "death spin"?

>>339642258

NPC's still react like that in GTA IV if shot or heavy objects hit them. Your own character still reacts like that when struck.
>>
Asura's Wrath is pretty great
>>
>>339637224
silent hill 3/4
>>
>>339642489
That would be really impressive if it was the first time I saw it, but as it happens I have played gta iv, and I've seen the exact same 'totter until I fall over' animation 1000 times, the 'you walked into me and I stumble back' animation 1000 times, the ' you shot me and I limp away' animation 1000 times, etc.
Yeah the blending is good but it's literally the same 20 or so canned animations over and over.
Really not impressive, and certainly not procedural
>>
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>>339637224
>>
can someone explain why timesplitters cutscene animations are so good?

i've never played the series in my whole life for some reason

i don't understand how they get the characters to seem so expressive
>>
>>339642907

>Really not impressive, and certainly not procedural

They literally are worked out by the CPU on the fly, that's how Euphoria works.
>>
>>339642334
she still loves adventure but she and Nate feel they have outgrown it because it's too dangerous
>>
>>339643032
It's just a canned animation that's slightly tweaked to blend with the previous animation. If it was fully computed on the fly then why do you see the same animations and behaviors literally everywhere?
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>>339643136
So the daughter will take up the hobby and be the next protag, right?
>>
>>339643023
Time and effort.
>>
>>339639220
>welcome to coincidence land.

uncharted games have the same problem with Hollywood movies. everything happening is a massive coincidence.
>>
>>339641093
I know, I've experienced it.
>>
>>339643192

>you see the same animations and behaviors literally everywhere?

No, you seem similar animations because they're usually struck in a similar manner combined with the Human skeleton can only react in so many ways.
>>
>>339642653
The guy clearly tries to use the concrete block to stop himself falling, and the guy spins around to grab the rail, the guy behind him is grabbing it as well.

But ok be ignorant if you want, I won't reply again
>>
>>339643242
that's the implication

it's funny because "adventuring" in Uncharted usually just means freeclimbing around where you shouldn't be, stealing shit and killing anyone who gets in your way
>>
>>339643581
>The guy clearly tries to use the concrete block to stop himself falling

The guy is clearly dead and just ragdolling to the floor. His arm just happens to touch the block.

> the guy spins around to grab the rail

He does an incredibly generic pre-programmed spin animation that I've seen before in dozens of games that include prebaked death animations.

>But ok be ignorant if you want, I won't reply again

You're seeing shit that isn't there.
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>>339643430
well duh, they're supposed to feel like movies
>>
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Skullgirls
>>
>>339638969
that is hilarious
>>
>>339643504
You're telling me that they spend shitloads of cpu power procedurally generating animations even though they all come out very similar, and they could achieve the exact same result with a single canned animation subtly tweaked?

Okay bub.
They really caught you with the euphoria hype didn't they?
>>
>>339638969
jet is a helluva chem
>>
>>339642737
This. But the whole game is a movie. So I'm not sure it qualifies.
>>
>>339639357
crysis still looks better
>>
>>339640003
>not understanding social dynamics
yep youre from /v/ alright
>>
>>339643023
They aren't.
>>
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>>339644025

I suppose it's just a co-incidence that GTA IV was a very CPU-Intensive game which caused them to hugely scale back Euphoria animations for people in GTAV?
>>
>>339644113
Not the whole game, more like 40%.
>>
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>>339643837
LZ games just feel so good
>>
>>339643837
>spend all their money on the visuals when they clearly don't have the money to spend
>they get fucked over royally and never really make it
>They try again with a new game that barely gets funded

They are really throwing themselves at a brick wall and acting like they can break through it.
It's commerable but they should try doing this after they make something successful first.
Not "lets just take two genres, mash them together unoriginally, and then do some really good animations and expect it to sell" They really don't deserve to be successful.
>>
>>339644243
There's mods that reintroduce gta iv euphoria physics to gta v and it has no performance impact
>>
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>>339644321
>and never really make it
then how come I have 600 hours clocked into it?
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>>339638363

HMRMPH HRMPH HM HRMPH
>>
>>339644460
It was all in your mind m8
>>
>>339644321
>they should try doing this after they make something successful first.

The thing is, Skullgirls was successful. They just got cucked out of the profits due to their team being laid off and then getting fucked over by konami after that.
>>
>>339644025
Well. Everyone did. Everyone was impressed by Euphoria. From casuals to enthusiast there was no one in the game industry not impressed. Only drawback is how it slows down gameplay for the player.

>A single canned animation subtly tweaked. On the fly? That's procedural. I don't think you understand how the usual bone animations work.
>>
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>>339644321
but skullgirls was incredibly successfull for a fighting game
they just barely got anything out of it since they're the devs, not the publishers
>>
I got a better CG movie, and this one is 15 years old
https://youtu.be/xaI7ZPA9I1c
Come on Naughty Dog, 15 years later and you still can't beat this
>>
>>339644396

Every Mod I've seen looks clunky and not as good as GTA IV.

NPC's jumping between animations states with no transition.

Also CPU's have increased in performance phenomenally since GTA IV.
>>
When I first saw this I felt it was a masterclass in voice and motion capture acting

>https://www.youtube.com/watch?v=4HMKxE0HPkQ
>>
>>339639095
too bad the handful of waifu is the only thing with animation.
>>
>>339644556
Displacing bones and blending pre-made animations is not 'creating animations on the fly combining artificial intelligence, biomechanics and physics' like the euphoria advert claims
>>
>>339644846
>https://youtu.be/gX7Kbo1eX1k
I have this plus the mod that gives peds more health and my cpu usage didn't increase at all while playing.
>>
>>339637224
its mo cap

who gives a shit
>>
>>339644903

>pre-made animations

The animations when NPC's react to physical stimulus are not pre-made. They are calculated by the CPU.

Euphoria was hyped like crazy and was going to be the next big thing before it was mostly forgotten about.

Yet you seem so insistent in believing some conspiracy that Rockstar incorporated an engine yet utilised none of its features, then very publicly hyped the development stage and insisted it was still in there.

The only "proof" you have is "Those animations look the same to me". Yet you have several people disagreeing with you on that.
>>
>>339643430
the first and second ones were alright with it and with 3 and 4 every god damn ledge has a loose part
>>
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>>339644806
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>>339645257
the facial animation is key frame
>>
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>>339638498
>being this mad over a console game
>>
>>339638969
>when the PTSD kicks in
>>
>>339638728
this>>339642381
>>
>>339645280
The cpu doesn't magically have knowledge of how the human body works, animations are baked into the software and triggered under certain circumstances.
Eg:
>character pushed backwards
>center of gravity no longer above feet, character disbalanced
>trigger backstep animation

To generate a full skeleton animation from scratch with no animations pre baked would require machine learning and a supercomputer.
>https://youtu.be/yci5FuI1ovk
>>
>>339637605

>future

Yeah, I REALLY want all future games to revolve around strictly human beings so they can be mocapped instead of something creative which needs to be animated.

I mean my future interactive movies.
>>
>>339646008
>The cpu doesn't magically have knowledge of how the human body works

Because it's the engine that does. The NPC's behave exactly like that tech demo when struck.
>>
>>339646310
So you're agreeing that the game has well blended but definitely pre-baked animations then?
>>
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>>339646008
You don't license out middleware costing hundreds of thousands of dollars just to figure out whether an animation should play.

Euphoria generates animations. Pic related from their website.
>>
>>339638397

How do they not advertise this as "automatic FUN"?
>>
>>339646430
> Instead of using predefined animations, the characters' actions and reactions are synthesized in real-time; they are different every time, even when replaying the same scene. While it is common for current video games to use limp "ragdolls" for animations generated on the fly, Euphoria employs a more complex method to animate the entirety of physically bound objects within the game environment.

No.
>>
>>339646461
MOOOOOOOOOOOOT

http://www.naturalmotion.com/middleware/euphoria/

>Euphoria uses the CPU to generate motion on the fly by simulating a character’s motor nervous system, body and muscles.
>>
>>339638969

One really has to ask the question though - HOW did this get animated?

It definitely wasn't done on purpose...
>>
>>339646461
It's not just playing the animation, you have to blend it.
Takes a lot of time to write and optimise that code.
>>
>>339646516
what
>>
>>339638969

>Overcoming a strong personal objection to hammers
>>
>>339646613
You do realise that's just fancy marketing speak for saying they blend animations right?
>character is scratching his nose
>at that exact moment he is pushed backwards
>stumble and pick nose animations are blended

And then the marketing man writes:
>Instead of using predefined animations, the characters' actions and reactions are synthesized in real-time
>>
>>339646648

Im guessing it tried to queue up hammering animations, failed to trigger them and then tried to catch up.
>>
>>339640635
The attention to detail is impressive, even if the technology is not.
>>
>>339637224
Witcher 3. Geralt checked Anna's ass when she tore her dress, chuckled were had.
>>
>>339647174

What you're saying is the character would blend from a pre-defined nose picking animation to a pre-defined knocked back animation.

Whereas in GTA IV the NPC would move from a pre-baked nose picking animation to a unique dynamically calculated knocked back animation.

Why is it so hard for you to understand that the animations that trigger in response to external stimulus are dynamically calculated, not pre-baked?

It's not marketing speak, it's one of the key features of the Euphoria engine, the reason it got so hyped.
>>
>>339640686
even still, the animation of the face isn't even that good, but the expressions are. Watch how the face pretty much snaps from expression to expression, no easing between expressions
>>
>>339642258
you're a fuckin idiot

walk up to an npc in gta4 and bump into him
>>
>>339641263
average PS4 user
>>
>>339638537
See those things on their heads? Cameras for the mocap dots on their face. U4 used mocap for their faces.

I worked on the game
>>
VtMB of course
>>
>>339642907
godDAMN /v/ knows nothing about animation

euphoria has no "canned" animations. You're literally using that word wrong.

>>339644025
oh wow this literally isn't even worth explaining to you. Yes because the physics system being used is not being re-written every second, yes some of the animations will look similar, but how they fall and where they step is different virtually every single time. its simulation, not animation.
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>>339647963
that's not what I wanted to post at all, what is Hiro doing
>>
>>339647489
Euphoria doesn't intrinsically know how humans stand up, it's not a machine learning platform. It just simply takes the force and speed of the hit, blends the information with a pre-baked backstep animation, and then blends that with any pre-existing animations the character is doing
>>
The animations in overwatch are fucking beautiful

specifically zenyatta's first person animations. Next time you play/watch overwatch, pay careful attention zenyatta's first person animations. He has 3 different fire animations for both hands. In addition, watch the easing and weight applied to the forearms and how they have a slight mechanical jiggle after the motion has suddenly stopped
>>
>>339647824
Same reaction every time. They stumble backwards and then fall over after a few steps
>>
>>339646126
keyframe animation still has its place in stuff like Overwatch and Pixar movies

if you want realism though you need to use motion capture, simple as that

I really wish Bethesda would learn how to animate
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>>339648597

Yes it does, NPC's have a basic skeleton surrounded by muscle tissue which it uses to work out the animation

The animations are not pre-baked.

Find me one single source that says Euphoria uses pre-baked animations, because all you've been doing it shitposting and backing it up with "Well, they look pre-baked to me, so they must be".

The animation is calculated by the engine and is unique every time. No it doesn't require a supercomputer because the simulation is pretty basic compared to professional simulation software. The same reason havoc physics and other physics engines don't need a supercomputer to work out object physics.

>>339648701
>They stumble backwards and then fall over after a few steps

The stumble back and fall over is unique every time.
>>
>>339647915
There isn't enough dots there for full face mocap
It's just reference information for the animators that either keyframe everything or build on top of the captured data
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>>339648220
>you will never fuck Lia
>>
>>339648701
Same general reaction, not the same animation. The feet move to different places, depending on the momentum you ran into them with they will fall farther back, they will not fall in the same direction everytime, depending on how far down they're falling their sense of self preservation will kick in, there are factors to this physics system that results in different simulations each time

an animator did not animate 4 different directions of a stumble back and fall animation. The easiest way to see this is just bump into them from the same direction twice, and watch the fucking feet each time. they will not do the same thing

discussing animation with /v/ is an honest headache
>>
>>339647915

What dots? I don't see any on the face.

In TLoU the animators manually did the facial animations by copying the video footage of the actors.
>>
>>339649279
Haven't been following this discussion but you seem to have a very basic lack of understanding what an animation is
>>
>>339639095
animator here, this looks like shit
the model has potential but the animator who made this is shit
>>
>>339648983
Where does euphoria get the information from to generate an animation when the character is struck while running?
Just explain how you believe it works
>>
>>339649587
It's the fucking source engine, man
>>
>>339649679

Still waiting on that source that says Euphoria is pre-baked animations.
>>
>>339649398
it looks like they colored on some dots on their faces for reference:

https://youtu.be/065_XIhEu2I?t=40
Pause at 0:41
>>
>>339644113
Same could be said for Uncharted, even if it's excused because it's "on-rails"
>>
>>339649806
Lol nice evade.
There is no source because they haven't talked publicly about how exactly it works.
But anybody with a brain and an ounce of common sense can see that the animations are blended.
Tell me: when you walk into a character in gta iv how does euphoria know how to move the characters leg to make him step back?
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>>339650309

>Still shitposting against cited material
>Can't back up shitposting
>Only "evidence" is personal opinion that they look pre-baked
>Already been disagreed with by half a dozen people
>Can't source his shitposting

You're done here Champ. You have failed to cite a source on request. You will now be ignored until you present any reputable evidence to support your position.

Until then I will also counter your entire argument with my own.

"They don't look pre-baked to me".
>>
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>>339650245
>>
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>>339649029
>>339649398
Better picture, and there's fewer dots probably because this isn't for a movie-level rig.
>>
>>339650642

Fair enough
>>
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>>339638363
Every time.
>>
>>339650571
Both of you are retarded because it's not an animation in the first place
>>
>>339637605
>widescreen has always been the future of radio
>>
>>339639523

Took me a second.
>>
>>339650571
Anon seriously, you're just making yourself look silly now.
>muh cited material
A copy pasted quote from the marketing page on their own fucking website? You're pathetic.
I know I'm stretching your limited capacity but just try to think about this:
A character stumbles
Euphoria calculates where the characters foot should move to in order to regain balance
What then??
The characters foot magically moves there? Or maybe it just slides along the ground? No. Somebody pre programmed that the character has to lift his foot a certain distance off the ground and at a certain speed to look realistic, i.e. a pre baked fucking animation.

Anyway this guy explains why euphoria really isn't that impressive better than I can
>http://blog.wolfire.com/2009/11/why-we-are-not-using-euphoria/
>>
>>339648979
I want my conversations to have actual movement instead of facial movement
>>
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>>339651420

You dropped this m8
>>
>>339651560
"they don't look pre-baked to me" right?
Lol
>>
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>There there are people in this thread who think that mo-cap is bad because it's lazy and not like in the 'ye olde times
>>
>>339651424
what? You can't have actual movement in a virtual conversation
>>
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>>339651903

>I don't understand how the engine works so it can't work
>>
>>339652003
No, but simply recording someone acting out a scene then porting it to a game is less impressive than an animator actually making life like animations
>>
>>339652148
It's also far more time consuming for something that's mostly the same result
>>
>>339652121
Its OK to feel butthurt after being btfo anon, embrace the feeling and remember it next time you want to post without knowing anything about the subject.

I'm closing the thread now so you can go ahead and get the last reply and feel like you won
>>
>>339652148
Who gives a shit if it's impressive? 99% of the player don't give a fuck if some slave wage animator spent 200 hours animating 1 scene or they did it in 1 take using mo-cap.
If it the animation looks good then it is good, doesn't matter how it was made.
>>
>>339652209
Not everyone has the luxury of advanced motion capture. Especially years ago
>>
>>339640513
Not to burst your bubble, but that's also on uncharted4
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>>339652314

>without knowing anything about the subject.

>"These animations look the same to me so they must be pre-baked".
>"The company must be lying! It's a conspiracy I tells ya!"
>"I know more about that engine I didn't work on that those pesky company employees!"
>"I don't have a single shred of evidence to back up my shitposting but I'm right!"
>>
>>339652346
the point of the thread was "which game has the best animations" with the close up of a face being implying that facial animations are specifically the topic.

This whole thread is about how impressive it is. mo-cap is mo-cap, it's not impressive.
>>
>>339652720
well I think it's impressive
>>
>>339652720
Fucking kill yourself.
>>
>>339652720
its not like they capture the motion and its done. There's tons of clean-up and polish animators have to do after the fact, sometimes even adding in key-frame animation that then has to look like it was mo-capped. Shit's impressive you dolt.
>>
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>>339652720
There is still a lot of manual work done to mo-cap. It's not a fire-and-forget technology. It's like saying sound design is piss easy because all samples are taken from the real world, even though there is a lot of editing and thought put into the mixing.

Same with mo-cap. A single sentence can have 5 or 7 takes of captured mo-cap spliced in, merged with each other for the best parts of each take, and manual animation is added where desired (lifting the eyebrow more than the actor did, etc)

Having good mo-cap IS impressive. There is also bad mo-cap.

You must think every mo-cap is like L.A. Noire, where their faces where simply recorded with a 3D camera and directly put into the game. The type NaughtyDog and most other devs use isn't that simple or direct.
>>
>>339638341
drake's face gets more detailed as the camera gets closer to it (or as the cutscene demands it)
It's called LOD
>>
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Vanquish had AMAZING animation. Seeing Sam's suit morph around him, seeing an enemy's mechanical parts shift around, all those missiles flying around on screen, those melee attacks with so much momentum and impact that's felt when doing them.

Would be orgasmic to see it in 60fps.
>>
in terms of animation:

third person games >>> first person games
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>>339654082
>>
>>339637286
11/10

The truth in the first fuckin' post
>>
>>339637993
They are this time.

>>339638537
You're retarded. Look up the Uncharted 4 Dev videos. they decided to do facial mocap this time.
>>
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>>339638969
>When he finally starts hammering
>>
>>339637605
is me typing on the computer and calling you a faggot good animation then, faggot?
>>
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>>339639807
>If you can change the costumes it's not pre rendered
You fucking moron
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TLOU
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Bloodborne has VERY realistic animations
Could you just imagine how badly the actor had to contort his body to animate this vile creature? FromSoft really pulled it off.

https://www.youtube.com/watch?v=ohMasI4uU-0
>>
>>339638969
that dude looks out of place as fuck anyway, the female artist that created this asset (and some obvious other ones) should be fired
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