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?
What's so hard about putting in the ability to modify body size?
Débuté par
Orion7486
, oct. 16 2009 12:52
#1
Posté 16 octobre 2009 - 12:52
#2
Posté 16 octobre 2009 - 12:58
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
Posté 16 octobre 2009 - 01:11
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
Posté 16 octobre 2009 - 01:12
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.
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
Posté 16 octobre 2009 - 01:36
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
Posté 16 octobre 2009 - 01:42
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.
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
Posté 16 octobre 2009 - 02:48
"Hey, my face is up here. No, really."Servant of Nature wrote...
... cutscenes that involve two characters coming in contact, especially the romance scenes.
#8
Posté 16 octobre 2009 - 06:54
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
Posté 16 octobre 2009 - 08:39
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
Posté 16 octobre 2009 - 08:50
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
Posté 16 octobre 2009 - 01:01
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
Posté 16 octobre 2009 - 01:33
I dont miss it.
#13
Posté 16 octobre 2009 - 01:37
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.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.
#14
Posté 16 octobre 2009 - 02:46
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
Posté 16 octobre 2009 - 03:02
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
Posté 16 octobre 2009 - 04:15
Well actually no, that is very difficult to do in practice and I've never seen it achieved perfectly.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.
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.





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