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NEWS: Motion Capture in The Witcher 3: Wild Hunt


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24.02.2013 @ 09:22 #21

dragonbird said:

"While visiting the studio for this month's cover story, CD Projekt RED was eager to show off its new in-house motion capture studio."
- First sentence in the article :)/> ›››


My understanding is that the main characters and cutscenes are recorded in a different, more "professional" studio, while small things like additional character's animations - which don't involve more than 1 actor - are recorded in-house. That gives them the opportunity to have more animations for each character while keeping costs at fairly low level at the same time.
Pain is an illusion of the senses, despair an illusion of the mind.


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24.02.2013 @ 19:53 #22

Animation in Witcher 2 was quite good, I doubt that it was the main issue of combat. Witcher 2 felt very repetitive, there were very few combos and those that were there were pretty dull and spammy. I want something like Koa Reckoning or God of War but more subtle, with focus on finesse, not spectacle.

Effective animation managing, like ability to break them, use of various attacks in combos and sync of attacks of positional damage, which was a HUGE issue in Witcher 2 are what we need most. The sword should have a definitive collision model and when it hits it hits, when it misses it misses. Same with enemies and fangs and claws and whatever. It's very important that this is done.

But it's really cool that there is now a mocap room in the studio, this should make animation work much easier for them.

Also the animator's hair... I can't be the only one to notice, surely!
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