Yep. The freezing AI while in combat still exists after all the patches.
Remember the AI when they ask for areas of improvement in the future. Freezing is a good specific way to mention something that needs to be improved.
Yep. The freezing AI while in combat still exists after all the patches.
Remember the AI when they ask for areas of improvement in the future. Freezing is a good specific way to mention something that needs to be improved.
It freezes without AI too (I never used the AI).
I'm currently playing the game for the first time, and the freezing in combat is definitely the most frustrating aspect. I thought it was just because I play almost exclusively in tactical camera mode, but I guess it's in either mode? What's the easiest way to unfreeze a character? I've tried cycling through different characters, going in and out of tac cam, pausing and unpausing, but I usually just have to wait it out.
Use an ability that makes the makes the character move. I find, for Cassandra, having her activate shield wall frees her. So that would be a solution for warriors. And I think the evade roll works for my rogue.
Successfully made it to Orlando for work. My body has given up trying to figure out what time it is.
- Wonder what he's doing in Florida (there's an EA in Orlando, but no BioWare studio...)
Successfully made it to Orlando for work. My body has given up trying to figure out what time it is.
- Wonder what he's doing in Florida (there's an EA in Orlando, but no BioWare studio...)
Google says there are a bunch of motion capture jobs at EA's studios in Orlando, he's possibly overseeing some cinematics stuff?
Does Bioware use mocap? Or would that be new for them? Cus the animation in DAI or ME3 didn't seem smooth enough to be mocap to me, but I could be wrong.
Google says there are a bunch of motion capture jobs at EA's studios in Orlando, he's possibly overseeing some cinematics stuff?
Possibly? Though in the past they've used the big Mocap Studios in Vancouver. Mind you, we could hope that they plan to do so much more mocap for DA4 they need to add another studio to handle the workload... ![]()
Does Bioware use mocap? Or would that be new for them? Cus the animation in DAI or ME3 didn't seem smooth enough to be mocap to me, but I could be wrong.
They've used mocap before (and for Inquisition) for some things, it's just too expensive to do for everything...
Possibly? Though in the past they've used the big Mocap Studios in Vancouver. Mind you, we could hope that they plan to do so much more mocap for DA4 they need to add another studio to handle the workload...
They've used mocap before (and for Inquisition) for some things, it's just too expensive to do for everything...
I'd be satisfied if they only used it for the PC walking animation, honestly. Or capped enough of a sample that the animators could use to at least *try* and imitate. The sheer amount of times my female Lavellan walked like a gorilla in cutscenes... And there's Cassandra with that normal gait and a touch of sway to her hips. Leliana, too, in many scenes. I am guessing they were mocapped in those.
I'd be satisfied if they used it for the PC walking animation, honestly. Or capped enough of a sample that the animators could use to at least *try* and imitate. The sheer amount of times my female Lavellan walked like a gorilla in cutscenes... And there's Cassandra with that normal gait and a touch of sway to her hips. Leliana, too, in many scenes. I am guessing they were mocapped in those.
I know LOL. The first time i saw the my Inquisitor walking in a cut scene I was like .. WTF woman? You are supposed to walk like a lady of your stance not like you are carrying boulders on your shoulders!
I gotta jump in here, because I am a 3D animator and I feel I have to.
Long post warning.
I know, I know, Twitter thread. Sorry, I can't not say something...
Whether or not something is mocapped is not what makes it look good or not. There are games that make mocap look amazing, and there are games where it looks awful. There are games with amazing hand animation, and there are games with terrible hand animation. Some games use extensive rotoscoping, instead. Most games combine schools (mocap data isn't just recorded and then it's good to go, you have to edit and clean the data to make it work, and good, hand keyed animation often is MORE expensive than mocap).
An example: Assassin's Creed. The animations are amazing, but they put a huge amount of focus (and a significant portion of their budget) into it. And amazing as it looks - it's NOT all mocap. Real actors are recorded, but for a fight sequence, they don't actually want to hurt each other, so it will look off. Animators have to go in and adjust those keys and curves so blows actually connect, so it's faster (because it's a game, you want that hit to happen when you hit the button - no time for more than a couple frames of anticipation), and to make it look right for the game. And that takes a lot of time and skill on the part of the animators. So it's mocap, but it's heavily modified mocap.
Walk cycles that looked awkward in DAI are likely because of having to use the same animations on different body types/character rigs, not because they were hand animated (I don't know that they were - probably also a combination of mocap and hand key). Actually, I'm partial to hand animation - but in the end, it's all about the skill (and the amount of time allotted) to the animators. DAI is a huge game, I understand that they may not have had the time to go through and customize each and every animation for each and every cutscene for each and every possible character model. They would have had to prioritize bits that are particularly broken or important.
All that said, if BioWare were to improve on just one thing in the next game, my hope is that it would be the character animation. I don't know exactly what would fit their needs (record new data? Hire more animators? More time? Probably all of these and more), but I think their character animation is, sorry to say, a weak point.
But as I said, I'm an animator and super biased. I will not play a game if I don't like my character's run cycle, so DAI obviously didn't bother me that bad. But I did feel the need to play as a male character, so make of that as you will.
TL:DR; Pretentious animator feels the need to point out Motion Capture does not equal Good Animation. (Neither does Hand Animation). Time, Budget, and Skill equal Good Animation.
(I would love a BioWare person to come in here and offer information, as my experience is more in film previs than game animation so I'm probably wrong somewhere)
Walk cycles that looked awkward in DAI are likely because of having to use the same animations on different body types/character rigs, not because they were hand animated...
This actually does come up in every discussion about it, but is never seems to catch in the mind of many of the complainers. Also, it seems like the only unique female animation is the model strut hip sway walk and run animation, which is so excessive as to be ridiculous**. In addition to the exaggerated movement itself is the problem that it is only used in some instances and for some characters. Most of the time the female PC uses the male animation, hence the gorilla appearance, particularly on slighter forms, even male elves as well.
This has been an issue in all three games.
** I do NOT say that there shouldn't by any feminine movement, or that they should all be gender neutral, but the ones we do have look ridiculous to me.
Back to tweets. Sorry for the digression.
This actually does come up in every discussion about it, but is never seems to catch in the mind of many of the complainers. Also, it seems like the only unique female animation is the model strut hip sway walk and run animation, which is so excessive as to be ridiculous**. In addition to the exaggerated movement itself is the problem that it is only used in some instances and for some characters. Most of the time the female PC uses the male animation, hence the gorilla appearance, particularly on slighter forms, even male elves as well.
This has been an issue in all three games.
** I do NOT say that there shouldn't by any feminine movement, or that they should all be gender neutral, but the ones we do have look ridiculous to me.
Back to tweets. Sorry for the digression.
Well aware that the current animation is a result of using one walk animation on all rigs. That's why i said I hope they mocapped it this time or at least got enough to start with of a woman walking that they could use that as a jumping off point to craft separate animations for females from the ones for males.
Somebody left this on my desk. It weighs as much as a star...

rpg of the year 2014. We have another just like it for goty. Must be on someone elses desk.
lol I thought that was supposed to be a statue of Mythal.
lol I thought that was supposed to be a statue of Mythal.
Winged woman is a rather popular motif... ![]()
Well aware that the current animation is a result of using one walk animation on all rigs. That's why i said I hope they mocapped it this time or at least got enough to start with of a woman walking that they could use that as a jumping off point to craft separate animations for females from the ones for males.
Mocapping just isn't enough - it's not like you can mocap someone walking and create a satisfying walk cycle; it isn't as simple.
Ludovic Chabant @ludovicchabant
Got some nice swag from Bioware again! We love helping those people ![]()

These days we help on Mass Effect obviously.
Half of those shirts had graphics we didn't quite know about, had to look it up on ME or DA fan sites.... THE SHAAAAME, IT BUUURNS
Ludovic Chabant @ludovicchabant
(Although I'm good, I vaguely knew what crest it was on my shirt... Mostly from hours of debugging that ballroom level!)
Five years ago you became the Champion of Kirkwall. Happy birthday, DA2! #DragonAge
Karin Weekes @bioware Lead Editor will be @Official_GDC holding a roundtable session for the IGDA Romance and Sexual…https://lnkd.in/eyucfn9