The engine doesn’t have a lip sync system or animation transitions that way work for cinematics. They’re stuck puppeting characters with /emotes. They’re basically forcing a square peg in a round hole. The system just isn’t production ready.https://twitter.com/Jct2626/status/1186555640098934785 …
Thats uh not really technically true? (Coming from a gamedev & engine programming PoV here). Having a basic lipsync system along with improved handling of animations is totally possible, and easy - in many ways those tools would cut down on dev work for implementation.
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'live rendering' isnt' really a thing here. The cutscenes you see in-game are basically no different to regular gameplay, it's just that Blizzard takes control of your camera and puppet models around.
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Oh, but it is. If you’re adding adaptive lip sync to a game it requires a systems overhaul, either way it requires an animator to do work, and at the base of the problem here, as I’ve stated many times, no actual animators work on these cutscenes.
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1/2This all comes down to programmers animating. Not animators. It also depends how they go about the lip sync. Adaptive lip sync would cause strain. Getting an animator to manually lip sync looks better but as we’ve been over, blizzard doesn’t use animators to make these in-game
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2/2 cutscenes. However, I 100% agree the handling of the animations needs improvement.
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