Aller au contenu

Photo

What's so hard about putting in the ability to modify body size?


  • Veuillez vous connecter pour répondre
15 réponses à ce sujet

#1
Orion7486

Orion7486
  • Members
  • 161 messages
NWN2 attempted it so one can morph the body a tad.  So you could have some really skinny ones or a little paunchy around the middle.  Most times it didn't look that great though.
I would've preferred to have characters that don't have the same body type/size as everyone else.
I'm assuming this character creator is the same way we will be able to create NPC's.  Or am I wrong in that assumption?

#2
Sshodan

Sshodan
  • Members
  • 280 messages
Animations. Imaging two chars (player char an NPC) hugging in a cut scene - the hands position is the same no matter what body is used, so if your char is to skinny the NPCs hands will hover, to fat - sink in, different high and the hug will be all out of aliment. It's that simple :)

#3
BluesMan1956

BluesMan1956
  • Members
  • 724 messages
The best Character Creator I have seen to date is in Saints Row 2. The original Saints Row incuded body size and Saints Row 2 takes it to the next level allowing you to create both men and women (with attitude) from flat to fat and buff to buxom. It also has a big emphasis on wardrobe so everything has to fit regardless of your build

#4
Servant of Nature

Servant of Nature
  • Members
  • 678 messages
There are tons of cut scenes in DA:O, there were none in NwN2. If DA:O allowed even just a few variants, it'd mean making cutscenes that took into account, every race, every gender, and every single height and weight combination possible.

EDIT: To clarify, I mean cutscenes that involve two characters coming in contact, especially the romance scenes.

Modifié par Servant of Nature, 16 octobre 2009 - 01:40 .


#5
Ralsar

Ralsar
  • Members
  • 235 messages
It would be nice. I could go for a character creator on par with the Spore Creature Creator. But it makes sense why they can't do it.

#6
Ranlas

Ranlas
  • Members
  • 96 messages
Another issue that was already raised by the OP is that often art resources look bad when stretched or squished by changing the size of a person's body. Furthermore, all of the humanoid animations would need much more fine-tuning to look good with all body types.

In the end, it's a matter of resources. The developers must have made the decision that more fun would be had from other content than getting customizable body shapes, and so they focused their attentions elsewhere.

Modifié par Ranlas, 16 octobre 2009 - 01:42 .


#7
SheffSteel

SheffSteel
  • Members
  • 1 231 messages

Servant of Nature wrote...

... cutscenes that involve two characters coming in contact, especially the romance scenes.

"Hey, my face is up here. No, really."

#8
Kealvis1

Kealvis1
  • Members
  • 60 messages
Even though it would be nice to modify your body-size but I think Servant of Nature is right, the cut-scenes would be a real ****. Plus, it often doesn't look so good if you stretch or inflate your character.

#9
Arkeseth

Arkeseth
  • Members
  • 18 messages
Dragon Age 2, perhaps? The time is coming, I'm sure, but for now it's probably easier for a developer to go with the one-size-fits-all and focus resources on other content. But Spore works because of procedural generation, so I reckon this will become perfected and more and more applicable to games at large, particularly RPGs and those with an emphasis on character creation.

#10
Phrontistes

Phrontistes
  • Members
  • 13 messages
speaking of bodies. . . there's something iffy about the model used for females. It seems like they're a little too wide around the shoulder area making their stance look akward.

#11
Orion7486

Orion7486
  • Members
  • 161 messages
Thanks for the replies. I wasn't taking into account all the cutscenes involving close contact that are supposed to be in the game.

#12
caspertjuhh

caspertjuhh
  • Members
  • 210 messages
I dont miss it.

#13
Sshodan

Sshodan
  • Members
  • 280 messages

Phrontistes wrote...

speaking of bodies. . . there's something iffy about the model used for females. It seems like they're a little too wide around the shoulder area making their stance look akward.

Yes, they are, because they are made on male skeleton. What I would really like to see, before body size changes and other cosmetics, are separate skeletons and animations for females and males, that would be great.

#14
JackDresden

JackDresden
  • Members
  • 337 messages
No doubt this would be a nice feature but it does create big problems for art, animation and colision detection so is probably not worth it.


#15
Ciller

Ciller
  • Members
  • 86 messages
Algorithmic coding can account for variances in body size, mass, and height and adapt on the fly as well as model deformation and clipping. Is it easy to learn to code this way? No.

#16
JackDresden

JackDresden
  • Members
  • 337 messages

Ciller wrote...

Algorithmic coding can account for variances in body size, mass, and height and adapt on the fly as well as model deformation and clipping. Is it easy to learn to code this way? No.

Well actually no, that is very difficult to do in practice and I've never seen it achieved perfectly.

I have a friend who did the thesis for his computer science degree on how to give an animation systems algorithyms for working out a models dimensions from it's mesh and preventing self intersection while trying to blend animations correctly it's aproblem thats yet to be solved.

Spore doesn't solve it and they spent a long time trying to make pre-authored animations play well on arbitary meshes. and they still have intersection problems. Of course with a humanoid figure it's a little easier as you know the major topography but it's still hard to blend animations to look real if they involve multiple humanoids of arbitary dimensions. It becomes more apparent when you have 2 or more characters interacting closley.

Again stretching of textures is also a problem as is distortion if you have hieght and build are both editable.

So how come NWN did it? Well the problem is it does do it but not well and the more realistic the engine looks the more people notice and care about odd looking collision and animation artifacts as well as texture distortion. One day they will be able to solve all these problem convincingly but not yet. Altough they could enact a small amount of variation without it being too noticable I think but at considerable development cost.