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- >Scott McCabe <scottm@limestone.kosone.com> writes:
- >>The character animation I think I can handle
- >>for the most part, the most popular games usually has about
- >>3-5 frames of animation per motion
- >
- >The point is, these are games that were developed "yesterday". If you are
- >going to be competitive, the animation is going to be much more involved
- >than what is currently available. I would not shrug it off so casually.
- >If you are relatively new to animation, I'd venture to say your character
- >skills aren't as up to snuff as you think. But then who am I to say as
- >I've never seen your work. Note that many gamers are going to motion capture
- >to get the character animation they need. This in itself points to how
- >much more sophisticated the motion needs are today, far beyond what you
- >are implying.
- > *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
- > * Mark Thompson http://www.mv.com/ipusers/fusion *
- > * Fusion Films, Inc. mark@fusion.mv.com *
- > * Director of Animation and Special FX (603) 424-1829 *
- > ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-
- I agree with Mark that games are starting to use much more realistic and
- intense character animation. Yes motion capture is becoming quite the thing.
-
- However, There is a lot of difference between game systems and the amount
- of polygons they can push, the amount of animation information they can load
- into memory and of course the size and number of images.
-
- If you're developing a coin-op game you probably have a huge amount of ram
- compared to a consumer platform with only say, 2 megs. Likewise you may be
- loading off a hard-drive and not off a double speed CD-rom. Or you're system
- may not even have a CD-rom and have to store all of you're scene files,
- objects, images, audio and code in only a few meg on a cart.
-
- Motion capture is great but it gives you a HUGE number of keys (like every
- frame) and most consumer game systems can't deal with that. So it still
- comes back to what Mark has always said, you need an intense amount of skill
- and knowledge regarding motion and character animation. Particularly so if
- you ARE using motion capture. MC saves time, but someone still has to clean
- it up and pick whitch frames are needed for smooth animation with the least
- number of keys.
-
- Just my 2 cents worth. (OK it's long winded... maybe 3 cents... maybe no sense!)
-
- -Ace
-
- ****************************************************************************
- *********
- Ace Miles - Senior Animator - Time Warner Interactive
-
- "You're soaking in it!" - Madge
-
-