Estel78 wrote...
I hope they are still tweaking facial expressions because there are non in some instances (for instance, Isabela in pretty much all scenes has that dead neutral look). That's one of my pet peeves. They need to get more emotions in those faces, not making them look like puppets, it's detriment to the story they wanna tell. I know there are a lot of dialogs in an RPG but is it really that difficult to implement a system where the engine kinda morphs faces so they don't have to animate every face by hand? So you'd have like 5 emotional stances (happy, sad, angry) and the animator would just have to set a flag, like at seconds 5 to 12 character X makes a sad face.
I can shed a little light here.
The 'default' way we handle facial expressions is to set an emotion for every line. We have something like 5 base 'emotions', and each has 3 variants - light, normal and heavy. So someone might be angry, but only slightly angry - we call that stern. Heavy anger is referred to as rage, and etc. for most emotions. I think it might be 6, not 5, but I digress.
When we go through a conversation, we set flags on every line, then generate the FaceFX. What this does is match facial curves to phonemes so we get a more-or-less 'realistic' look to the conversations. Occasionally, we'll miss a line, but for the most part the emotional range in DA2 is pretty well-represented on the face. The emotions are generally quite accurate - you can look at someone who has 'rage' set and they'll look pretty danged angry.
Us Cinematic Designers can then go in and add custom work to the FaceFX. However, with the number of lines in the game, this is only really done for very specific moments - we trust to the automated system to do it the rest of the time. Sometimes, this stuff isn't done until fairly late in the process, so you might notice a little bit of blank-face on what's been released so far.