• Mirror's edge contortions
    39 replies, posted
[video=youtube;7RYlBei-b88]http://www.youtube.com/watch?v=7RYlBei-b88[/video] [editline]13th January 2016[/editline] I knew they cheated with the world model but I didn't think it was that bad.
The part where she runs out of the office is some Looney Tunes shit
[QUOTE=RikohZX;49520205]The part where she runs out of the office is some Looney Tunes shit[/QUOTE] I thought it was like the walk from Captain jack sparrow.
wow faith runs like a girl
makes me wonder what call of juarez's models look like
[QUOTE=RikohZX;49520205]The part where she runs out of the office is some Looney Tunes shit[/QUOTE] Only needed that cartoonish running sounds.
It makes sense. You play from the first person so make the animations look good from that perspective. But it feels so cheaty when you see how it was accomplished
[QUOTE=TheTalon;49521738]It makes sense. You play from the first person so make the animations look good from that perspective. But it feels so cheaty when you see how it was accomplished[/QUOTE] There's just no way to make it look good from both perspectives. All first person games with full body awareness do something like this [media]https://www.youtube.com/watch?v=FbOxieWCmDY[/media]
[QUOTE=Laserbeams;49521763]There's just no way to make it look good from both perspectives. All first person games with full body awareness do something like this [media]https://www.youtube.com/watch?v=FbOxieWCmDY[/media][/QUOTE] Arma 3 doesn't need to cheat. Granted, it's not a parkour game.
I started giggling like a schoolgirl at work; holy fuck that made me laugh [IMG]https://media.giphy.com/media/xkcedq2mrHbvW/giphy.gif[/IMG] [img]https://media.giphy.com/media/GdEcXtiDXgiqs/giphy.gif[/img] [img]https://media.giphy.com/media/XXSCnIfAt9UXe/giphy.gif[/img] my sides
[QUOTE=StrawberryClock;49521804]Arma 3 doesn't need to cheat. Granted, it's not a parkour game.[/QUOTE] Arma doesn't use a first person system like these games do. It's just a head camera on the third person body.
papa bless
[QUOTE=Laserbeams;49521763]There's just no way to make it look good from both perspectives[/QUOTE] it's completely possible but it's way too much extra work for something almost no one will see
Why remake this video?
Spoiler alert games don't actually simulate photons, they cheat it.
[QUOTE=milktree;49522178]Arma doesn't use a first person system like these games do. It's just a head camera on the third person body.[/QUOTE] Ergo it doesn't "cheat".
Mirrors Edge is one of the unique kind game for me. I play it time to time, i always watch the surroundings. It just looks calming, blue sky with bright white buildings and bright colors, even better when the music from Solar Fields starts in. Amazing game for sure.
You can see how much a first person/third person discontinuity can help make animations and behaviours for both much better. Mirror's Edge is a case where they didn't need third person at all. ARMA games (and the OFP games preceding them iirc, been ages tho) use full body animations so that first person and third person is [I]only[/I] a camera perspective switch -- get shot in your arm, you can see it in first person, and you can probably also see that it happened because your arm was leaning around the corner. Of course, this comes at the cost of taking a lot more work for something close to the same fluidity as split animations. ARMA 3 has improved on this with a lot of work in adding a lot of input options and ways for the player to position themselves in the game world closer to reality, but it is common for people to feel that ARMA player animations and movement feel clunky as fuck. Granted, a lot of this has to do with with animations which lock the entire player in place to complete, as well as forced windup and wind-down animations, but for normal gameplay animations, these are rarely as much of an issue in split first/third anim setups.
i want to replay mirror's edge again
And when you have to render player character shadow, what then
[QUOTE=Talishmar;49525437]And when you have to render player character shadow, what then[/QUOTE] If you have a set of proper third-person models, you simply have those play on a model that does not get rendered, but does produce shadows, while disabling shadows on the model used for the first-person-adapted animations.
[QUOTE=Em See;49525113]You can see how much a first person/third person discontinuity can help make animations and behaviours for both much better. Mirror's Edge is a case where they didn't need third person at all. ARMA games (and the OFP games preceding them iirc, been ages tho) use full body animations so that first person and third person is [I]only[/I] a camera perspective switch -- get shot in your arm, you can see it in first person, and you can probably also see that it happened because your arm was leaning around the corner. Of course, this comes at the cost of taking a lot more work for something close to the same fluidity as split animations. ARMA 3 has improved on this with a lot of work in adding a lot of input options and ways for the player to position themselves in the game world closer to reality, but it is common for people to feel that ARMA player animations and movement feel clunky as fuck. Granted, a lot of this has to do with with animations which lock the entire player in place to complete, as well as forced windup and wind-down animations, but for normal gameplay animations, these are rarely as much of an issue in split first/third anim setups.[/QUOTE] Still, one of my biggest problems with Mirror's Edge was essentially field of view on yourself. When sprinting around, all you see is your apparently giant hands waving to the sides of your face awkwardly, and glancing down at your legs makes it seem like Faith is bending awkwardly at the hip forwards to stare at her shoes. It makes you feel abnormally large or your perspective not quite right, especially when cutscenes come into play and they basically cut every corner they could for the animation so that only essential parts of the body are animated according to your perspective at that moment - when you know how whacky the third person is, it only highlights the 'oddities' in motion or movement when they occur in first person. Maybe they'll put in the full effort in Catalyst, but probably not. The animation in Mirror's Edge seems very keyframed rather than motion captured to me, though (and for good reason, good fucking luck trying to motion capture all of these motions or having good animation transitions).
[QUOTE=RikohZX;49525518] Maybe they'll put in the full effort in Catalyst, but probably not. The animation in Mirror's Edge seems very keyframed rather than motion captured to me, though (and for good reason, good fucking luck trying to motion capture all of these motions or having good animation transitions).[/QUOTE] most AAA games these days have many thousands more (mocapped) animations than ME had, it really wouldn't be a problem at all
Man I forgot how much of a good song that was.
I cracked up every time the head went backwards. What the fuck is about about. :v:
I have the feeling they wanted to make the cutscenes to be seen from third person but they might just scrapped that and most of the stuff was just left there.
[QUOTE=Talishmar;49525437]And when you have to render player character shadow, what then[/QUOTE] [video=youtube;tLhFy6HSjlE]https://www.youtube.com/watch?v=tLhFy6HSjlE[/video] [video=youtube;XOpgUmATd2g]https://www.youtube.com/watch?v=XOpgUmATd2g[/video] (which was stupid because iirc they had fine 3rd person models and animations)
[QUOTE=Em See;49528306][video=youtube;tLhFy6HSjlE]https://www.youtube.com/watch?v=tLhFy6HSjlE[/video] [video=youtube;XOpgUmATd2g]https://www.youtube.com/watch?v=XOpgUmATd2g[/video] (which was stupid because iirc they had fine 3rd person models and animations)[/QUOTE] Probably a case of having not-quite-accurate third-person animations for co-op's sake, and then using the first-person full body animations for the player's own shadow and so forth that you're not really supposed to see. It's.. more accurate to what the player's actually doing so there's no animation dissonance but it just looks fucking weird.
those shadows are accurate [media]https://www.youtube.com/watch?v=hXmZX8iz2SE[/media]
IIRC Brothers in Arms: Hells Highway did camera shoved into models head too, and those animations looked pretty good.
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