
Moving lips for cutscenes
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Being an animator myself I can tell you that you really don't want this to happen. As you've hopefully noticed, Guild Wars uses the actual game engine for its cut-scenes. That means that to be capable of lip-syncing in those cut-scenes the game engine itself is gonna have to have all that added animation information tagging along while you're playing. Trust me, that would be a lot of useless baggage information slowing down your play. I say more baddies on one map than some moving mouths! ...since that, or something similar, would be the trade off.
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Originally Posted by Arturo02
this is because it is one of the most difficult things to do in animation.
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Originally Posted by Jenosavel
Being an animator myself I can tell you that you really don't want this to happen. As you've hopefully noticed, Guild Wars uses the actual game engine for its cut-scenes. That means that to be capable of lip-syncing in those cut-scenes the game engine itself is gonna have to have all that added animation information tagging along while you're playing. Trust me, that would be a lot of useless baggage information slowing down your play. I say more baddies on one map than some moving mouths! ...since that, or something similar, would be the trade off.
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I guess it'll be another 5 or 6 years before I can see my characters grimace in pain or rage in gameplay battle. Until then I'll settle for stoicism.
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Originally Posted by Arturo02
yah maybe I should have said pain in the arse. More appropriate.
But am I off base here? I thought this was a difficult area for animators. |
J
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Originally Posted by Jenosavel
Being an animator myself I can tell you that you really don't want this to happen. As you've hopefully noticed, Guild Wars uses the actual game engine for its cut-scenes. That means that to be capable of lip-syncing in those cut-scenes the game engine itself is gonna have to have all that added animation information tagging along while you're playing. Trust me, that would be a lot of useless baggage information slowing down your play. I say more baddies on one map than some moving mouths! ...since that, or something similar, would be the trade off.
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Considering how technically advanced this game is in all other respects, I think lipsync is a bit of a glaring omission. Granted, its to save time and money, but it should be added in in Chapter 2 imo.
Lipsync by no means has to be as good as Half Life 2, but if you've ever played Dawn of War, the ingame models there have rudimentary lipsync which I think would be a good level for Guild Wars to aim for.
J
J
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Originally Posted by Xue Yi Liang
going out on a limb here, but were you, by chance, referencing an episode of Futurama right there? If not, forget I asked...
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