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Why can't the animators or technical artists prevent 'clipping through'?


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#26
FFZero

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One of the biggest causes behind clipping is the reuse/sharing of certain assets, particularly skeletons, rigs and animations, between characters of various races/genders to save time. For example rigs and animations made originally for humans will also be used with elves and possibly dwarves and qunari despite the disparity in body shape/size. This is why if you’re playing an elf in certain scenes the arms don’t really animate correctly or with Qunari where their hands clip through their biceps when the character crosses their arms. Sharing/reuse of assets is standard practice in the games industry but many games do not have such huge differences between the body shapes of characters so the clipping issues aren’t quite as severe. The only solution to this is to have unique rigs/skeletons/animations for the various different races/characters but that requires time most dev’s simply don’t have. 


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#27
Nefla

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Since everything clips to a ridiculous degree anyway, even if the player isn't giving their character an incompatible combination of gear I wish the devs hadn't used "but we don't want any clipping" as a reason to give the Qunari such awful hairstyles. :?



#28
BubbleDncr

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Animation sharing between different rigs is the main reason, like many have said.

 

Other possible causes are animation compression and overlapping animations. A lot of in-game animations end up getting compressed in order to make the game size smaller. I don't know for a fact they do this in Bioware games, but if they do, the animations you see are not exactly what the animators see when they animate them - and typically the further away from the character's spine the joints are, the more off the animation is - hence why hands and fingers sometimes are in the wrong spot.

 

Also in game, the cinematic artists can overlap multiple animations, or use only a piece of one animation. In which case, it's up to the cinematic artist to make sure it doesn't clip.

 

All of 3 of these reasons are generally very quick fixes on an individual basis (probably 10 minutes), but that adds up when you have to fix a lot of them. So they usually get prioritized and the least offensive ones often times end up in the game - or any that QA missed when testing. Though, clipping caused by animation sharing may be a conscious choice not to fix - if it works well on the characters it will get seen on the most (statistically male humans for DA), they often times can't make it look good on the other rigs without making it look bad on that one. In which case they may choose not to fix it.