Re: Adventure-Treff interview with Adrian Carr Part II
Posted: June 11, 2012 • 9:04 pm
adrian`s "10 fps" was regarding video cutscenes, not exploration modeSeuLunga wrote:I noticed the mention of 10fps and that it caused the "stepping" feel to the movement. I for one have said many times on this board how I LOVED that movement, as I felt like I was walking, unlike Overseer where I felt hovering along the sets.
so, i guess, your lovely "stepping" movement was caused by low frame rate
i guess you`re right. here`s an example (1,2 Gb) of video idle animation - you can see it right from the start by making a call - it makes characters look like a bunch of slowpokesThe one and only Dalton wrote:I am not convinced that the simple freeze is not still the best solution
but
i don`t know what you`re up toThe one and only Dalton wrote:I might have found a solution to the idling mode
what i`m really interested about, is how will npc look if placed in exploration areas of the game
in pandora they was just plane video sprites and nobody wants to see that in 2013 (ok, most of tex fans do, anyway). is there a way to make volumetric fmv characters which can be bypassed around to the point where you see their back without being shocked (or being shocked of how innovative it is)
remembering neo dodging bullets on the roof in first matrix - he was a real three-dimensional human in a cg world, but that was pre-rendered and i don`t know if it`s possible to do on the fly
but that would be pioneering for sure
and also interesting - how much fps (in video) was overseer dvd version. it seems kinda like 48 (and peter jackson`s hobbit) - making it look very soap-y
