- Dec 29, 2005
- Reaction score
Completely did not notice that chat bubbles were not in BBS.
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To this day, I'd still prefer that, in place of the fish faces, they used the high resolution faces but instead of lip synching, they used some sort of basic animation of them opening and closing their mouths. I realize that part of the reason they use the fish faces is because they don't have the time to animate and lip synch every face in every cutscene, but the contrast is so jarring that it's painful.
I don't think it has to do with the time it takes to animate/lip synch -- FFXIII has no fish-face models whatsoever, though I still thought there might have been two different levels of animation for the super-HQ model and the game model. (My understanding of FFXIII's animation is that S-E made some sort of phonetic animation system that helped do the lipsync, and then possibly used animators to clean up the results further for some of the more important cutscenes, which seems like it wouldn't be much more work overall)
The reason why they do it is because PS2-esque levels of system power are neither capable of using the HQ models all the time nor capable of using gameplay models with the required level of detail. The gameplay models use much smaller texture sheets, about half the number of polygons, and are rigged with a fraction of the number of bones (since the bones in S-E models are massively concentrated in the face). The problem should quickly resolve itself once we finally get a game on a system that's not hamstrung by a graphics card with polygon rendering capabilities from the year 2000. =P
I don't see how the HQ faces requiring twice the polygons would even be a problem. It's just a face, they're not rendering something huge here like the 1000 Heartless Battle which would clearly need some compromises.
Fish face is still present even in Re:CoM, which only uses pre-rendered FMVs as opposed to real time cutscenes, and thus polygons are a non-issue. And yet they still use fish face. The only logical explanation is because of what I said- the animators do not have time to animate and lip synch every face (or they're lazy).
What you have to consider is the fact that they have to do this for two languages, and it's not just strictly the mouth, it's also more subtle facial expressions which I would imagine has to be done manually (or at least, any automated animation system's help would be limited).
Not really... maybe for Notre Dame but not for Pinocchio. I hated Monstro back in KH1 after all.
Yeah, I wasn't a huge fan of Monstro either. Never did care for mazes and such.
But, this won't just be Monstro this time round. The screens we have suggest that Pinocchio's world will take place outside of the whale (at least the majority of it). I'm personally really excited for Pinocchio. It would have been such a waste to just give that movie Monstro and nothing more.
The main problem with Monstro was that basically all of the rooms looked identical minus the mouth. This made entering a new room confusing because it took a moment to realize if you had visited the room before. In DDD I expect Monstro to be MUCH smaller because the mainland is also going to have a lot of rooms in the world. This will make navigating the rooms that are in Monstro much easier hopefully
That's why I think it might have more to do with the bones than anything else.
The 1000 Heartless Battle is something of a cheat, though, to be fair. Donald and Goofy aren't there, there are a limited number of enemies (maybe around twenty or so?) ever in play, they're some of the simplest enemies in the entire game geometry/bone-wise, there are only two types of enemies so the texture memory requirements aren't that high, all the background enemies are the same models using the same animations which can be replicated by the game with much lower cost, and the area it takes place in is one of the least complicated areas in the game. I'm not sure you can use it to prove that they "should" be able to use the HQ models all the time because it's a very special case.
Re:CoM's cutscenes were run off the PS2 engine, though. If there were hard-coded limitations in the engine itself, it might not have been possible for them to use the higher-quality models without changing the engine, and that would take effort that they wouldn't want to put into a freebie game.
Then again, if there was one game in which "laziness" would be a reasonable explanation, Re:CoM would be it. The video quality in that game was atrocious. =(
They didn't have any problem doing it for FFXIII, though. I'm not sure if they would have had the type of tech that helped them out with this back when they were working on KH2, but 3D should definitely have access to it, and the fact that they're still not using it suggests that they simply can't use the HQ models in those scenes.