crazy how this casually happens in tlou2. must have been hell.
Thanks for mentioning this, it confused the fuck out of me like, who lies down entirely across the middle of the bedCyberpunk is so funny on this aspect that not only does the character not sleep under the blanket but they don't even lie down in parallel with the bed.
I understand why on paper. It's 10x easier to just slap your model on a bed in their default gear for what will ultimately be a 5 swc transition scene as they never go to sleep again. But the act of seeing a character actually under the covers has elevated numerous titles to GOTY status.
We have accounts for stuff like "Can you pet the dog" when in reality this is a 10x more important and relevant matter.
crazy how this casually happens in tlou2. must have been hell.
I assume that's because the more realistic the world, the harder it is to get it right.I'm sure it's hard to do, but it's interesting that the worst examples posted are from the biggest budget games mentioned.
If Deadly Premonition, the Trails series and Persona 5 can do it, then surely Final Fantasy VII and Cyberpunk 2077 could at least do a little better than they did?
That is true. Fair point.I assume that's because the more realistic the world, the harder it is to get it right.
It's probably more like 100x or 1000x harder, especially since having your character lie down in bed fully armored is super easy, but yeah, large pieces of cloth accomodating to the movement of a character under them without said character clipping is indeed really freaking hard. I guess the easiest way is showing only your character's head and an opaque, thick blanket, and then animate the blanket, but animating your characters actually getting into the bed, like lifting the sheets and getting under them? You're going to get a fade to black or conspicuous "camera looking at nothing" shot 99% of the time.
Petting dogs is much easier to animate though, especially if all your dogs are the same size, but even if they're not.
In the end every dev needs to make their own assessment of work-to-reward, and this is one thing where it's
There's no technical distinction between the 2 in this instance. A player actively being able to manipulate the scene isn't the switch that suddenly makes it difficult, it's all from the animation standpoint.I interpreted that tweet to mean during gameplay, not a cutscene.
FF3 did this in a brilliant way. They set the bottom half of the bed to cut away at the characters sprite so it looks like the character is laying down on the pillow under the covers. Its so smart.
Damn, beaten to it. That's one way to animate a character getting into bed, lol.
If it's hot they remove your goddamn shoesDamn, beaten to it. That's one way to animate a character getting into bed, lol.
For all those other games though, what if it's just really hot? Might be too hot to get under the covers.
I'm sure it's hard to do, but it's interesting that the worst examples posted are from the biggest budget games mentioned.
If Deadly Premonition, the Trails series and Persona 5 can do it, then surely Final Fantasy VII and Cyberpunk 2077 could at least do a little better than they did?
Not impressive, every Yakuza game has multiple scenes were people rip entire shirts and suit jackets off in one go. Truly the work of artists.
the act of seeing a character actually under the covers has elevated numerous titles to GOTY status.
What possible purpose could something like that have during gameplay to be so desirable that everyone would be attempting to do it? No, I'm sure he meant it as in "with realtime graphics", as it's just incredibly difficult to do that with realtime graphics. And they indeed finally managed to do it in TLOU2, after probably hundreds of games where something like that was always done off-camera.I interpreted that tweet to mean during gameplay, not a cutscene.
Cyberpunk is so funny on this aspect that not only does the character not sleep under the blanket but they don't even lie down in parallel with the bed.
What possible purpose could something like that have during gameplay to be so desirable that everyone would be attempting to do it? No, I'm sure he meant it as in "with realtime graphics", as it's just incredibly difficult to do that with realtime graphics. And they indeed finally managed to do it in TLOU2.
I'm sure it's hard to do, but it's interesting that the worst examples posted are from the biggest budget games mentioned.
If Deadly Premonition, the Trails series and Persona 5 can do it, then surely Final Fantasy VII and Cyberpunk 2077 could at least do a little better than they did?
Was Square the first ones to do it? I didn't play FFVI until much later but I do remember seeing that in many 2d jrpgs. But they all probably released after VI.FF3 did this in a brilliant way. They set the bottom half of the bed to cut away at the characters sprite so it looks like the character is laying down on the pillow under the covers. Its so smart.
what game is this? Xeno something?
Haha thought it was a serious reply at first.Not impressive, every Yakuza game has multiple scenes were people rip entire shirts and suit jackets off in one go. Truly the work of artists.
Cyberpunk is so funny on this aspect that not only does the character not sleep under the blanket but they don't even lie down in parallel with the bed.
Xenogears on the PS1
Unless the undressing action happens literally while you're controlling the character, it's not much different than the cutscene type of animation. But with realtime graphics, it's a huge problem to do that kind of crumpling on a character that moves, while also avoiding clipping. To my knowledge this was not done in realtime graphics in a game before TLOU2.Lol, ask Rockstar what possible purpose there was to fully animate damn near everything in RDR2 including physically opening drawers and picking up loot before acquiring it.
The answer: Immersion
(not that I liked it)
I could see a developer wanting a full animation everytime a character changes clothes for similar immersion.
The transphobic content seemed to get a lot of polish.
The stuff they did with clothing in TLOU2 was probably the most impressive stuff ever done in a video game when it comes to clothing. Especially with how natural it all looked.Not impressive, every Yakuza game has multiple scenes were people rip entire shirts and suit jackets off in one go. Truly the work of artists.
Thanks for the insight. I'm of course being a bit facetious but it is something I'd like to see.
People had a lot of fun with this one.
The stuff they did with clothing in TLOU2 was probably the most impressive stuff ever done in a video game when it comes to clothing. Especially with how natural it all looked.
It's still incredibly impressive bit of animation. Look at how she briefly attempts to grab the shirt, misses, before catching a grip. While another character grabs it too. That shot is insanely hard to animate in a convincing way. And the game is full of other scenes where characters interact with clothing just as convincingly. So much that it doesn't even register that it's an incredibly rare thing to see in video games.Cutscene = Baked animation. Impressive for whatever software they ran the cloth sim in, but it sure as hell wasn't computed in real time.
Eww.
But this due to having a "uniform" as part of his design. Leads to stuff like this. Also why video game characters don't use the toilet.