Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Preview Hellgate London dev diary at IGN

Spazmo

Erudite
Joined
Nov 9, 2002
Messages
5,752
Location
Monkey Island
Tags: Flagship Studios; Hellgate: London

<b>Eric Ingerson</b>, animator at Flagship Studios, wrote up a <a href=http://pc.ign.com/articles/635/635827p1.html>dev diary</a> for <a href=http://pc.ign.com>IGN</a> discussing the ins and outs of showing off a game at E3.<blockquote>But at Phil's suggestion I researched Character Animation Technologies rigging system. If it worked well, we'd save rigging and development time, though at the cost of having limitations of a hard-wired rig imposed on us. In my mind it was a coin-flipper of a decision, except for one thing: CAT had developed an extremely robust animation-layering system. In CS you can layer animation, but not slide the layers around, unless you use the mixer. But if you use the mixer to layer your animation tracks on top of each other and slide them around, the animation in those tracks is not editable. Basically your editable animation file has to live elsewhere. In CAT, each layer is like a completely different scene. You can go into each layer and edit your curves (yes, intuitive, modern curves, thank you very much!), as if each is its own scene, and then scoot each layer and blend each layer to your heart's content. Perfect for our all-in-one-file approach for our character animation. Having all of a character's animation in one big file, by the way, is normally dangerous, as you can accidentally harm finished, polished moves as you work on new ones, but very helpful for clean rig exporting and updating, because you only need to do it once.</blockquote>Well, that was, um, pretty dull. Nice one IGN!
 

Atrokkus

Erudite
Joined
Feb 6, 2005
Messages
3,089
Location
Borat's Fantasy Land
Dull?
Well, for me it's not dull.
I'm not keen on animation, but I do dabble in modelling, so all these things are interesting for me.
 

DarkUnderlord

Professional Throne Sitter
Staff Member
Joined
Jun 18, 2002
Messages
28,566
I haven't been told that. Why don't people tell me these things?
 

voodoo1man

Liturgist
Joined
Feb 10, 2003
Messages
568
Location
Icy Highlands of Canada
Point is, that quote demonstrates something that has been apparent to me for some time now: no matter how many years of development Discreet puts into it (and it's been around what, 8-9 years already?) Character Studio will always be a flaming pile of shit.
 

Atrokkus

Erudite
Joined
Feb 6, 2005
Messages
3,089
Location
Borat's Fantasy Land
Still, SKILL owns all!

For instance, one of the best cinematic-creator Blizzard uses 3dsmax. All the grand movies, like in Diablo and StarCraft/Warcraft, were created in 3dsmax.
As well as game-art.
 

Psilon

Erudite
Joined
Feb 15, 2003
Messages
2,018
Location
Codex retirement
Writing an exporter for 3ds Max is quite possibly one of the most frustrating experiences in programming. I know of engine companies that have to keep two people full-time on the exporters because the APIs are so awful. It doesn't help that most of these modeling packages try to be incredibly general and consequently most of their features (e.g., changing the specular lighting curves) don't apply to the main engine.
 

Sol Invictus

Erudite
Joined
Oct 19, 2002
Messages
9,614
Location
Pax Romana
This really isn't an issue with making movies for Hellgate: London, Metallix. Those are easy enough to do, since you can just animate the limbs separately.

It's about making character and monster animations in the game itself, and having a very, very large variety of combinations of animations and such, rendered on the fly in 3d.

These guys know what they're doing - they made Diablo and Diablo 2.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom