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We had a chance to chat with the producer @achilles_Okubo about his work on #SOURLCALIBURVI and he revealed a lot of cool things, like the influence of the first Dreamcast game on this new episode. Check it on our site!
So, three days, then? Well, that won't take long, surprisingly. Lets see what they have in store.
Thanks GhostTear.
Yo thanks a lot! Is it possible to pm you questions? Just to save post space?
Which engine was SC5 made with? I read somewhere SC6 is made with unreal engine 4 if I'm not mistaken.
SC1 is the only game where the animation looked correct. SC2 and forward, you had the exact same oddity (her hand looks extra bad in SC3, but that might be an emulation bug). It's pretty minor though. I wouldn't be surprised if Project Soul was never aware of this as it's only apparent if you're able to look at the animation in slow motion.I don't remember this one. When did it happen?
Wow that actually took a lot of work
SC1 is the only game where the animation looked correct. SC2 and forward, you had the exact same oddity (her hand looks extra bad in SC3, but that might be an emulation bug). It's pretty minor though. I wouldn't be surprised if Project Soul was never aware of this as it's only apparent if you're able to look at the animation in slow motion.
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I don't want to turn this into a technical nitpicky argument (especially since it's off-topic), but I think you got some stuff wrong in your reply to GhostTear in the previous page. Different games/engines will store data differently, but the basics for models, textures, rigs, and animations haven't really changed in decades (new types of information have been added slowly, but the basics haven't changed since the late 90's). I don't see why they would be prevented to use old assets in UE4. And also, if UE4 doesn't function the way they want, they could always just change it. There are many developers who will make major changes to the engine to fit their needs.
For the heck of it, I tried importing a random SC4 model into UE4 as test. It was surprisingly fast to import SC4 Ivy as a static mesh: (excuse the quality as I just used the first Ivy model I found on the internet which has been converted from SC4 and I suspect some data has been stripped or incorrectly converted for this model. The outfit is grey because SC4 mixes in colours based on CAS data in real-time)
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The animation is very fast, so I bet the developers themselves never noticed bad key frames. Nobody did until recently. Thing is, they've added slo-mo effects into SC6, which exposed hidden problems, so once exposed, people went back to older games with a microscope to compare.Weird I never actually saw that with her BB when I played the game (or not noticeably).
I think it's just key frames. It looks like in SoulCalibur games weapon meshes are not put in a child-parent relations to characters' hand bones, but are animated separately, so transitions between key frames can be wonky if key frames are not dense enough.I have a theory as to why that's happening but I can't really give a good answer unless I actually took a hard look at it.
To my understanding fixing that one Sophitia's sword animation in question should only take 5 minutes maximum from Project Soul.I'd rather get the game in a timely fashion than have Sophitia's sword in-hand for a single frame.
Wow you guys seem bored
I hope your dream comes true then my friend xDVery. But on a funny note. I dreamed we had a FT10 and Amy was revealed to be the preorder bonus character. So there's that.
Maybe tomorrow or Friday it will be better if we get a reveal.. Or not..Wow you guys seem bored
The animation is very fast, so I bet the developers themselves never noticed bad key frames. Nobody did until recently. Thing is, they've added slo-mo effects into SC6, which exposed hidden problems, so once exposed, people went back to older games with a microscope to compare.
Here is the video that started it all:
Skip to 39:46.
And here is the old comparison post.
I think it's just key frames. It looks like in SoulCalibur games weapon meshes are not put in a child-parent relations to characters' hand bones, but are animated separately, so transitions between key frames can be wonky if key frames are not dense enough.
To my understanding fixing that one Sophitia's sword animation in question should only take 5 minutes maximum from Project Soul.
Now the most difficult visuals problem SC6 currently has that I would love Project Soul to fix is bad shoulder/armptit rigging problem that affects all characters and is quite frankly very common in game development across many games and studios:
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It took me months to figure out on a model I was messing with learning modeling/rigging. From that point I can't help but always look with extra attention at shoulders and armpits in games =).Yeah those shoulder problems are ridiculous to try and solve. I've seen a few fixes that looks fantastic but they require a bunch of alterations to the underlying rig. Particularly with the shoulder bones and the which joints are weighted. Honestly I don't expect them to fix it since it would involve altering every animation and rig for all the characters that are done. They could probably attempt to alter only the problem anim's but I don't want to think about what problems that might bring up.