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Motion Capture

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  01:37:46  14 March 2005
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LeKzero
(Novice)
 
On forum: 03/14/2005
Messages: 26
Motion Capture

Stalker use motion capture? Because the animation of the enemys seens very strange, very mechanical, robotic, in the lasts videos.
Waithing Stalke...
  05:27:23  14 March 2005
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negullah
(Novice)
 
On forum: 03/03/2005
Messages: 40

---QUOTATION---
Motion Capture

Stalker use motion capture? Because the animation of the enemys seens very strange, very mechanical, robotic, in the lasts videos.
Waithing Stalke...
---END QUOTATION---



Yeah, they did use motion capture, but you are right. The animation seems very artificial. Maybe they'll work on it until the game's released.
  06:41:20  21 March 2005
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Siege
Resident Puck-Stopper
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On forum: 07/18/2004
Messages: 797

---QUOTATION---
Motion Capture

Stalker use motion capture? Because the animation of the enemys seens very strange, very mechanical, robotic, in the lasts videos.
Waithing Stalke...

Yeah, they did use motion capture, but you are right. The animation seems very artificial. Maybe they'll work on it until the game's released.
---END QUOTATION---



Hehe, perhaps doing motion capture of the Trader jogging Baywatch style!
  12:27:49  3 April 2005
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WORMGERM
(Novice)
 
On forum: 04/02/2005
Messages: 14
how do you suppose they motion capture a mutant dog?
  17:55:55  3 April 2005
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negullah
(Novice)
 
On forum: 03/03/2005
Messages: 40

---QUOTATION---
how do you suppose they motion capture a mutant dog?
---END QUOTATION---



Ummm, mutant dogs walk just like normal ones, it's not like they have a phantom foot or something...
  10:10:55  6 April 2005
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Fux0r666
resident smart-ass
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On forum: 06/04/2003
Messages: 1927
They can motion capture anything they can stick a reflective suit on and control in some way. They've been making dogs star in films for over 50 years. Motion capturing a dog would be child's play.
  22:54:11  6 April 2005
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Siege
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On forum: 07/18/2004
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Wonder what the future will hold for this sort of technology
  03:03:05  7 April 2005
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Fux0r666
resident smart-ass
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On forum: 06/04/2003
Messages: 1927
Well, from what I've seen in games so far.. you'll see a blend of motion capture, animated and physics driven elements in order to create like-like motion. In most of these games with physics, they've started making ragdolls move, applying force to the limbs so that they appear to spasm.. the same sort of thing happens if you hit them with a bullet, say, and the bullets impart some inertia to the bone or hitbox that is hit. So, I think in the future, you'll start seeing better algorythms to account for impulse, etc, on characters as they are in the process of being animated (on the run). For example, when characters they when they take a hit that moves their bodies in a manner that would throw them offbalance, the computer would change the character's behaviour by modifying the animation accordingly.

Note that balance refers to the visual appearance of the model. As it currently is, animated models don't 'balance', and I don't think they will for a long time. They are simply animated, and their animations are blended with other animations that are generated by the computer or pre-captured until they are dead, at which point the computer calculates what their behaviour and animation should be based on the physics model.
  23:25:27  7 April 2005
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Siege
Resident Puck-Stopper
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On forum: 07/18/2004
Messages: 797

---QUOTATION---
Well, from what I've seen in games so far.. you'll see a blend of motion capture, animated and physics driven elements in order to create like-like motion. In most of these games with physics, they've started making ragdolls move, applying force to the limbs so that they appear to spasm.. the same sort of thing happens if you hit them with a bullet, say, and the bullets impart some inertia to the bone or hitbox that is hit. So, I think in the future, you'll start seeing better algorythms to account for impulse, etc, on characters as they are in the process of being animated (on the run). For example, when characters they when they take a hit that moves their bodies in a manner that would throw them offbalance, the computer would change the character's behaviour by modifying the animation accordingly.

Note that balance refers to the visual appearance of the model. As it currently is, animated models don't 'balance', and I don't think they will for a long time. They are simply animated, and their animations are blended with other animations that are generated by the computer or pre-captured until they are dead, at which point the computer calculates what their behaviour and animation should be based on the physics model.
---END QUOTATION---



Awesome, wonder how many years will have to wait to see that implemented.
 
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