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So there's going to be talking emotes.


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So there's going to be talking emotes.
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Averisv
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RE: So there's going to be talking emotes. |
#31
07-25-2013, 06:03 PM
(This post was last modified: 07-25-2013, 06:15 PM by Averis.)
(07-25-2013, 05:38 PM)Lren Wrote: I've seen some packages that come with a standard human rig. Would be nice to see more of that but then again, it can look different depending on what environment it's running in xD!

That's the thing about rigs, though. A pre-built rig might be good for prototyping, but it's often that it will break or not control the model properly for certain motions. It really depends on what is needed. And really, good luck getting all animators to agree on the best type of rig. I can imagine it would be nearly impossible to get all gaming studios to do the same. XD

EDIT: Just to add, it's not only about how the rig can control the model, but each animator has their own preference for how they like to control and access certain features and motions in a rig. So that alone can cause a big discrepancy in rig preference as well. That can also change depending on if you are using mocap or hand animating or both (though, usually, mocap needs some clean up anyway).

Anyway, sorry for getting off topic... >.>
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RE: So there's going to be talking emotes. |
#32
07-25-2013, 06:27 PM
(07-25-2013, 06:03 PM)Averis Wrote: That's the thing about rigs, though. A pre-built rig might be good for prototyping, but it's often that it will break or not control the model properly for certain motions. It really depends on what is needed. And really, good luck getting all animators to agree on the best type of rig. I can imagine it would be nearly impossible to get all gaming studios to do the same. XD

EDIT: Just to add, it's not only about how the rig can control the model, but each animator has their own preference for how they like to control and access certain features and motions in a rig. So that alone can cause a big discrepancy in rig preference as well. That can also change depending on if you are using mocap or hand animating or both (though, usually, mocap needs some clean up anyway).

Anyway, sorry for getting off topic... >.>
Exactly it! xDD Wonderfully said. : P
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RE: So there's going to be talking emotes. |
#33
07-25-2013, 10:05 PM
(07-25-2013, 01:34 PM)sanguineFenrir Wrote: I'd like to see a /liedown emote or similar (not necessarily sleeping). It would be ideal for relaxing, and combat RP as well, assuming the animation fits.

This is the one emote I want to see above all others they may add. I am so tired of not having access to it. @.@

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RE: So there's going to be talking emotes. |
#34
07-26-2013, 02:27 AM
I'm definately looking forward to this. And I'm pretty sure it will just be random mouth flapping. But the same one we see in the npc animations. Even our current facial emotes are just basically the emotes we see in the cutscenes. So I doubt it will look awful as some people were worrying about. It will most likely be our mouth moving while our head lightly moves around (like when the npc talk to us).

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RE: So there's going to be talking emotes. |
#35
07-26-2013, 03:05 AM
(07-25-2013, 01:37 PM)synaesthetic Wrote:
(07-25-2013, 01:08 PM)Desphiria Wrote: Wooows, that is gonna be interestings. I wonder how they're gonna do that, hmm.. I guess it makes sense maybe.

In WoW, your character will use the "talk" animation whenever you speak in /say. They even have different animations depending on if you end your sentence with a question mark or a bang.

I wonder if ARR will have different animations for ending your sentence in か or よ? Big Grin
While this does sound easier, I remember reading that they said that you can use their facial expression emotes when you use /say to actually get them to look angry, worried, etc., while speaking.
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RE: So there's going to be talking emotes. |
#36
07-26-2013, 07:15 AM
You can, but they aren't animated and the expressions don't last very long. It would be nice if they were a toggle like in Champions Online: you could have a forever smirking character, or a forever frowning one. Or you could dance between expressions when roleplaying.

In practice, though, nobody used it. I think it was because the expressions were very exagerated and ugly. A system that looked natural and pretty might have more success.

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