sea said:It's an engine limitation. Gamebryo in the form Bethesda uses it just isn't capable of particularly advanced animation. Most of the individual animations in New Vegas look great, but it's the transitions between them and lack of variety that are the real problem, and that's a technical problem that I doubt can be too easily solved.ancalimon said:I can't understand why they didn't add a diagonal moving animation. It can't be that hard. I guess there is no hope for it to be fixed anymore as it never got fixed for Fallout3.
Maybe if hundreds of people asked for it...
sea said:The issue is Bethesda's version of the engine, not the engine itself. I should have clarified. The Gamebryo used for Bully is likely very different from what was used for Fallout 3 and Oblivion, as are all the development tools, I imagine. You have to realise the engine dates back to Morrowind, and rather than overhauling a lot of the problems that existed in Morrowind, they simply settled for improving the rendering power. If they had been smart about building their technology like Rockstar, they would have had a much more versatile and capable engine on their hands.
Dont you get tired to hear/say that ? Engine limitation my ass. While it is indeed with the one or other engine more difficult to achieve certain things something like limitations actualy do not exist really when working with game engines. What is more important are the targets and time you want to spend with it. To go with examples one has just to look at the countless modifications that are out for games as they many times push the limits of engines beyond what people think is possible. I can remember that for a game people said bullet penetrations would be impossible cause of engine limitations. Modders proved it that it was possible.sea said:It's an engine limitation. Gamebryo in the form Bethesda uses it just isn't capable of particularly advanced animation. Most of the individual animations in New Vegas look great, but it's the transitions between them and lack of variety that are the real problem, and that's a technical problem that I doubt can be too easily solved.ancalimon said:I can't understand why they didn't add a diagonal moving animation. It can't be that hard. I guess there is no hope for it to be fixed anymore as it never got fixed for Fallout3.
Maybe if hundreds of people asked for it...
Actually it is that hard, apparently. Someone asked Sawyer and he said that the engine they were given to use doesn't really support animation blending, and that as a consequence they would have to manually create diagonal animations for the upper and lower bodies (since the upper would still have to be pointing its weapon at the crosshair) for each diagonal (since the poses are asymmetrical). Considering the schedule they had I can't really blame them for not wanting to take that on.ancalimon said:I can't understand why they didn't add a diagonal moving animation. It can't be that hard. I guess there is no hope for it to be fixed anymore as it never got fixed for Fallout3.
Maybe if hundreds of people asked for it...