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BellularGaming's profile
Michael
Michael
Michael
@BellularGaming

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Michael

@BellularGaming

YouTuber covering Warcraft http://www.youtube.com/user/BellularGaming … and industry news https://www.youtube.com/BellularNews  Game Director @CoffeeBoxGames

Belfast, Northern Ireland
youtube.com/bellulargaming
Joined April 2013

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    1. Michael‏ @BellularGaming 22 Oct 2019

      Michael Retweeted Gandem  🏳️‍⚧️ 💗 💜 💙

      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 …

      Michael added,

      Gandem  🏳️‍⚧️ 💗 💜 💙 @Jct2626
      Replying to @BellularGaming
      It’s not the wow engine that’s the issue. Blizzard literally said (I believe last BlizzCon) they’re done by programmers, not animators. The issue isn’t the engine it’s the people making the cutscenes.
      6 replies 0 retweets 44 likes
    2. Gandem  🏳️‍⚧️ 💗 💜 💙‏ @Jct2626 22 Oct 2019
      Replying to @BellularGaming

      Again... they would just need to add custom animations. All they would have to do is work with the animation team better. Sure they could make the tools guys develop a new system, but that wouldn’t be practical and would take a lot of memory because they’re live rendering.

      1 reply 0 retweets 1 like
    3. Michael‏ @BellularGaming 22 Oct 2019
      Replying to @Jct2626

      Uh that’s not really how it works on the memory thing. Whole point is the animators don’t have the extra capacity - I assume in this case esp they’re working on 9x content. Pre rendered of both forms are a separate team entirely

      1 reply 0 retweets 3 likes
    4. Gandem  🏳️‍⚧️ 💗 💜 💙‏ @Jct2626 22 Oct 2019
      Replying to @BellularGaming

      The doesn’t excuse the monstrosity that was the SoL cutscene. Live rendering content is a big issue, especially on an online game. Adding extra animation features that play live cause strain. By having things mapped out ahead of time with custom animations you reduce strain.

      1 reply 0 retweets 1 like
    5. IVΛП‏ @ivan_lesan 22 Oct 2019
      Replying to @Jct2626 @BellularGaming

      The engine doesn't support those custom animations, thats the whole point. Either they restrict themselves to the in-game animations, or they render a cutscene by hand.

      1 reply 0 retweets 0 likes
    6. Gandem  🏳️‍⚧️ 💗 💜 💙‏ @Jct2626 22 Oct 2019
      Replying to @ivan_lesan @BellularGaming

      But they do support basic animations. What Bellular is talking about is live rendering the animations. Rather than doing that blizz would just need to add more animations to the game files. Basically it plays out the same they just have more animations to pull from.

      1 reply 0 retweets 0 likes
    7. Michael‏ @BellularGaming 22 Oct 2019
      Replying to @Jct2626 @ivan_lesan

      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.

      2 replies 0 retweets 0 likes
      Michael‏ @BellularGaming 22 Oct 2019
      Replying to @BellularGaming @Jct2626 @ivan_lesan

      '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.

      2:03 AM - 22 Oct 2019
      1 reply 0 retweets 0 likes
        1. Gandem  🏳️‍⚧️ 💗 💜 💙‏ @Jct2626 22 Oct 2019
          Replying to @BellularGaming @ivan_lesan

          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.

          0 replies 0 retweets 0 likes
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