Oct 02, 2005, 07:25 PM // 19:25
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#21
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Jungle Guide
Join Date: May 2005
Location: Northern CA
Guild: Outlaws of the Water Margin
Profession: Mo/Me
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Quote:
Originally Posted by Ultimate_Gaara
its not needed but it would be really nice to see... sometimes i think maybe this is based in the grim future where people can read other's thoughts
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Thank goodness their brains project subtitles, too.
btw - your avatar gives me a small headache if I look at it for more than 5 seconds ...
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Oct 03, 2005, 04:20 AM // 04:20
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#22
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Banned
Join Date: Sep 2005
Location: macau
Guild: ex animo
Profession: E/W
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/signed , with one milion sales , they sure can spend some more money on the cinematics ... and another thing ... real motion capture for char movements ... i know this is a lot of work , but it would make the game even more state of the art ... SWG as this feature , even with old school grafics , real motion capture makes its more real , then gw movementes , that are robotic and feel fake.
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Oct 03, 2005, 03:36 PM // 15:36
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#23
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Ascalonian Squire
Join Date: Sep 2005
Profession: Me/N
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Funny thing, CGW just had an interview with GW personnel and this was one of the questions... the answer was basically "hmm, interesting, we'll get around to it eventually." But if you think about it logically, it would be a pain in the *** to lip sync all the different languages to the characters and I'd rather they work on more content than moving mouths.
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Oct 03, 2005, 04:25 PM // 16:25
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#24
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Did I hear 7 heroes?
Join Date: May 2005
Guild: Scars Meadows [SMS], Guild Leader (Not Recruiting)
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Even if their lips don't match up to what they're saying, it just looks awful during the cutscenes. They show no emotion, they just stand there moving about and talking.
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Oct 05, 2005, 03:05 AM // 03:05
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#25
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Krytan Explorer
Join Date: May 2005
Location: Melbourne, Australia
Profession: E/Rt
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Incidentally, characters have blinking eyes, so we know the engine is capable of facial animation. I see no problem with having a mouth that just opens and closes for the duration that character's speech audio. It doesnt have to be matched to what words they are saying or anything.
In pseudo code, it would look like:
While (Playing Speech("I an Rurik! I am Roxxor!"))
{
Play Animation("Flapping lips") on Rurik.
}
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Oct 05, 2005, 04:57 PM // 16:57
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#26
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Master of Beasts
Join Date: Jul 2005
Guild: Servants of Fortuna [SoF]
Profession: R/
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Quote:
Originally Posted by Rieselle
Incidentally, characters have blinking eyes, so we know the engine is capable of facial animation.
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I'm fairly certain that this is a moot point. If I guess right, it doesn't involve poly-manipulation like a mouth movement would. ...unless you're advocating texture-only mouth animation? That could look really funny if you got a decent view of it, and I don't mean "funny" in a good way.
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Oct 05, 2005, 05:21 PM // 17:21
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#27
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Jungle Guide
Join Date: May 2005
Location: Northern CA
Guild: Outlaws of the Water Margin
Profession: Mo/Me
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Quote:
Originally Posted by Jenosavel
I'm fairly certain that this is a moot point. If I guess right, it doesn't involve poly-manipulation like a mouth movement would. ...unless you're advocating texture-only mouth animation? That could look really funny if you got a decent view of it, and I don't mean "funny" in a good way.
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I agree. In many early PC games where lip-sych was approxomated with lip movements it looked really weird.
The closest thing I can think of is those Clutch Cargo cartoons from the 1950's - (also shown in a flashback scene of Pulp Fiction).
It looks even stranger with CG.
True speech simulation requires distortion of facial maps - which often means you need to approxomate lines of tension and distortion - even then, when it isn't done right it can look odd - sometimes more grotesque than Clutch Cargo.
Last edited by Xue Yi Liang; Oct 05, 2005 at 05:24 PM // 17:24..
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Oct 05, 2005, 05:32 PM // 17:32
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#28
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Frost Gate Guardian
Join Date: Feb 2005
Location: San Jose, CA, USA
Guild: Remnants of Ascalon
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This is the exact reply from GG in the CGW article:
"CGW: OK, now for a pair of real riddles. First off, why don't characters' mouths ever move during cut-scenes?
GG: Because [they] have the amazing ability to emit sounds and communicate their messages without such mundane things as mouth movement! OK, OK, fine...due to the fact that GW has been localized into six languages thus far, we felt that our development time was better spent creating more content rather than expending the time and effort to lip-synch dialogue to various languages. We'll continue to refine the immersion of the story, and having more realistic facial animation is definitely something we'll look into for the future"
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Oct 05, 2005, 11:56 PM // 23:56
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#29
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Wilds Pathfinder
Join Date: Aug 2005
Guild: SMS
Profession: E/Me
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They don't need to animate the lips, come on. The characters are just *all* psychic, every last one of them. /sarcasm
Actually it'd be kinda cool, but not something really important. I'd rather have something more gameplay-related.
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Oct 06, 2005, 12:24 AM // 00:24
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#30
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Master of Beasts
Join Date: Jul 2005
Guild: Servants of Fortuna [SoF]
Profession: R/
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Quote:
Originally Posted by Zaklex
GG: Because [they] have the amazing ability to emit sounds and communicate their messages without such mundane things as mouth movement! OK, OK, fine...due to the fact that GW has been localized into six languages thus far, we felt that our development time was better spent creating more content rather than expending the time and effort to lip-synch dialogue to various languages. We'll continue to refine the immersion of the story, and having more realistic facial animation is definitely something we'll look into for the future"
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I'm glad to hear that they're considering it for the future, and that they realize the immersion factor of GW is currently lacking. ANet does seem pretty good about recognizing their faults. I don't have a quote, but I do also recall the writer making a comment about all the mistakes that were made with Chapter One. It sounds like, as with most games, future installments will be much improved over the original.
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Oct 06, 2005, 10:39 AM // 10:39
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#31
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Desert Nomad
Join Date: Jun 2005
Guild: Animal Factory [ZoO]
Profession: A/
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/sighned
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Oct 06, 2005, 01:29 PM // 13:29
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#32
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Frost Gate Guardian
Join Date: Sep 2005
Location: The Netherlands
Profession: N/Mo
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CGW: OK, now for a pair of real riddles. First off, why don't characters' mouths ever move during cut-scenes?
GG: Because [they] have the amazing ability to emit sounds and communicate their messages without such mundane things as mouth movement! OK, OK, fine...due to the fact that GW has been localized into six languages thus far, we felt that our development time was better spent creating more content rather than expending the time and effort to lip-synch dialogue to various languages. We'll continue to refine the immersion of the story, and having more realistic facial animation is definitely something we'll look into for the future.
Read this interview here: http://www.1up.com/do/feature?cId=3144221&did=1
I totally agree with this, because I'd rather have content than having graphics
I'd rather see a WORKING and FUN game than something that's more graphical.
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Oct 06, 2005, 01:50 PM // 13:50
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#33
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The Humanoid Typhoon
Join Date: May 2005
Location: UK
Guild: Servants of Fortuna [SoF]
Profession: R/
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They should keep it how it is, its funny when you see some ingame movies and the lips are moving:
Frost Gate Mission:
Player: "Rurik! No!"
Rurik: "Go, get them to Kryta"
It just seems funny how there is no emotion of the players faces and they don't move their lips
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Oct 06, 2005, 10:23 PM // 22:23
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#34
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Frost Gate Guardian
Join Date: Oct 2005
Location: New Jersey
Guild: The Adventurer's Society [TAS]
Profession: Me/N
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I'm fine without the lips moving and all, just think that it would look a bit cooler though. But yeah.. it'll take awhile if they decide to do it. I say, AN go work some more on the sequel.
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