17-06-17, 06:15 | #21 |
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Lots of modern games use handmade ingame animations. Many of them do also use mo-capped stuff for some movements (like walking, running,...) but it's not unusual to still be using a good deal of handmade animations even nowadays. And I'd think that, if they were mo-capping stuff like the climbing animations, we'd have seen some mention of that in the promo campaigns. I mean, we did with Underworld. Also, many of the climbing animations in TReboot/Rise just don't really look mo-capped to me but, of course, I could be wrong.
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17-06-17, 16:17 | #22 |
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the rebooted tomb raiders use again hand made ingame animations while using mocap for cutscenes, but obviously animations that were reused are still mo capped back from underworld.
it was a huge fail. legend and anniversary had nice fluid animations especially while climbing and they never reached that quality ever again. |
17-06-17, 19:36 | #23 |
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The ledge climbing animation in the new games is still the same we had in TRU and thus mo-capped. I really hate this animation since it looks very clunky. The ledge climbing animation (among others) in TRL and TRA has the same motions, so I wonder why they even bothered with motion capturing.
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20-06-17, 10:26 | #24 |
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If they employed motion Capture technology then why are the animations in TRU so bloody awful?
I thought developers use motion capture to IMPROVE their animations; rather than utterly destroy them? TRUs animations are horrendous. So many missing transitional frames. Clunky. Disjointed... EW Such a shame... |
20-06-17, 12:23 | #25 | ||
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Quote:
CD IMO has always put the camera too close to Lara and so it's constantly in motion. They finally brought the scale back in the game, but refused to give us the view. Quote:
The combat is simply underbuilt. Why they put in a stupid kick and no cover option when you're fighting humans is beyond me. At least they made Lara turn towards the enemy when she draws pistols. TRA drove me bananas because she wouldn't automatically turn towards the nearest enemy when she drew pistols. Obviously, I want to shoot at an enemy in combat. Obvious intent should be obvious. I personally found her more responsive in TRU because they put in some cancel frames to stop her animations. I found TRA frustrating because I was always waiting on Lara to finish some animation. |
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20-06-17, 12:38 | #26 | |
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20-06-17, 18:15 | #27 |
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The grapple mechanics for traversing was hot garbage. They were honestly all over the place and they weren't that excellent in TRA either. The combat was another weak point for TRU, it was just really really off. Her movements were so sluggish, she lost a great deal of her agility that made the TRL/TRA combat so sweet.
The rest of the controls worked fine, in my opinion. The camera should've been better, but I don't think that's a control issue. |
21-06-17, 17:00 | #28 |
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the mo cap was a good idea but lara just looked jerky in most of the animations. especially the dive.
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22-06-17, 11:33 | #29 |
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How ****ing beautiful is the sliding animation, though?
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22-06-17, 11:41 | #30 |
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