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Lets discuss animation in videogames, the only medium that demands interaction from the viewer to be enjoyed. What are some absolute must-plays for animation-enthusiasts that are a delight to watch, and better to play? What are some games with your favorite animations? What about games with poor animations?

Also post references.
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>>708037
I think you meant to post this on /v/
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>>708037
Idle, walking, running, melee attack, shooting, aiming, crouching, jumping, falling down, dying, using item, chanting, casting magic, getting hit, defending and getting fucked in the ass.
Ask the game director if any animation is missing.
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>>708053
I did not. Why would I post a video game thread on /v/? Guess I could have posted a more /3/ relevant gif.
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>>708100
ahh, didn't realize you were one of those
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Forgot image.
Also, here's a channel that animators might appreciate, called NewFramePlus. Here's a video he did recently on the principal of squash and stretching in video game animation based on the 12 principles of animation. He also did one on timing. https://youtu.be/1kFRU_xBZnE
If anyone knows of any other channels similar to this, feel free to post them.
>>708103
Stop. The discussion can be had on either board.
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>>708037
What's interesting to me about videogame animation is when the animation is driven by scripts and physics so that the actual input the player makes in conjunction with the environment is what drives the animation.

Animation solutions based around keyframed hand animated stuff looks stiff and unnatural when made interactive, and motion capture with attempted steering layers, like in say EA's sports games looks floaty and fake.

Things like Agro in shadow of the colossus are the most interesting types of animation there is to me.
Animation that is more like robotics within the physicsengine of the game rather than relying on any prerecorded/premade animation loops.
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>>708037
Inside had one of the coolest animated beings in video games
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>>708108
>Animation solutions based around keyframed hand animated stuff looks stiff and unnatural when made interactive

Like look at them werewolves or whatever they are, very well animated but it all falls apart when a loop ends and it attempts to transition
like when the right wolf there starts to strafe to side, a very unnatrual jerk that immediatly betrays how fake it all is.

Plus the fact that playing such games you keep seeing the exact same motions being repeated over and over again.
Just not how a real living thing behaves no matter how well animated.

Characters holding giant weapons or things like heavy machineguns etc will often do moves turning them at the wrist or elbow etc
betraying how the object has no mass at all. Like when he pulls back that heavy sword to switch weapon.

When you holding something massive like that you're supposed to move around the combined center of mass of you + the object you're holding but the hips and upperbody stays locked in space.
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>>708114
>>708116
What are some examples of script/physics animation?
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>>708121
>>708115
https://www.youtube.com/watch?v=gFkYjAKuUCE
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>>708115
>>708125
I don't think that's impressive or "cool" in any form
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Splinter Cell. The original game did not use motion capture, making it an ideal piece for you to study. There was some special feature where they talked about why they used animation.
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>>708125
Not bad but I dont see that significant of a difference, although the transitions are seamless, I'll give it that. Like you could achieve the same thing in keyframes with enough polish. Are there any other media that use this type of physics based animation or is it exclusive to video games?
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I know a lot of older 3d games, like gta3 for instance, didn't really have rigs. They would just parent different parts to one another and animate that way. Saved on resources.
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>>708114
A game's animations need to communicate the behaviors and states of an AI 'actor', so it can be a benefit for it to be a bit stiff and robotic. The original Thief games play so well because you can see and hear exactly what state an AI is in at any moment
One game that I think did really well with the animation was Doom 2016, which avoided using blended or layered animation so that the animators could have better control over the core animation. The engine then adjusts animations using IK and such to make everything usable in any scenario.
https://www.youtube.com/watch?v=3lO1q8mQrrg
>>708108
Jak and Daxter did traditional techniques in 3D really well considering the poly counts. I never thought it looked good in Crash
>>708451
Games usually have restrictions on how many bones can influence a vertex, it's usually 4 but older games like Morrowind restrict it to 1 I think
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>>708037
Kingdom Hearts 1 and 2 have some of the best character animation I can think of, at least from that particular generation of home consoles. Everything that moves has character, and the high poly cutscene character models have really expressive faces. I especially recommend looking at Sora's combat animations from 1, the animators did a great job conveying how unrefined and weighty the swings are. The nobody enemy types in 2 are also great because of their more abstract forms and movement.
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>>708729
the combat animation for sure. but when it comes to cutscene animations, those barely hold up. Kingdom Hearts 3 has way better character animation, however the combat animation somehow looks worse.



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