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Post by crocodile on Jul 27, 2018 22:15:54 GMT -6
I've been super busy the past few weeks so I haven't been able to post much - hopefully its not too late for my comments to be useful. Anyway, what I wanted to focus on what Miriam's idle pose. I feel its somewhat off-base and could use a tweak. Specifically look at the circled portion below: This is not how people strike the "one hand on hips" pose. People don't raise their shoulders this high. It looks awkward and it also makes Mirim's shoulder and arm look very small? For reference, below are how people naturally strike this pose: If you make this pose yourself and look in the mirror, you'll get something akin to these real life examples as opposed to what you see in the game. I know it's not the biggest deal and I have no idea how hard/easy this is to tweak but would it be possible to tweak Miriam's pose so its more realistic? In general this was a good choice for a pose - it conveys a lot (positively) about her attitude and personalty. That shoulder region though is just.....not correct. Thank you for listening and have a great day!
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Post by allooutrick on Jul 28, 2018 14:46:58 GMT -6
I imagine it's a job that'll take her artist a few hours. The process might go like, open up the animation file, adjust the coordinates of the hand, tweak the angles, make sure the frames throughout are correct, verify it runs correctly in game, finishing touches, done.
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neff
Loyal Familiar
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Post by neff on Jul 28, 2018 15:01:21 GMT -6
That doesn’t sound too time consuming, she uses that pose a lot too, so it comes up often.
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Post by Carnack Ketral on Jul 28, 2018 15:55:17 GMT -6
also, there is the possibility that she is intentionally raising her shoulder as well.
I actually just tried the pose myself and was able to recreate both Miriams and the photos displayed. It is all in the way the shoulder rests.
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Astaroth
Fifty Storms
What a wonderful night to have a curse...
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Post by Astaroth on Jul 29, 2018 1:09:55 GMT -6
actually the issue there isnt so much her shoulder being high, its her clavicle is either 'missing' due to the shader outline or the blue on her collar armor bleeding together (i figure the white line in the armor is about where her collarbone would sit), or her shoulder is rotating forward and overtaking her clavicle, which is doable but its a very unnatural resting position and is really uncomfortable in any case id suggest slightly lowering and pushing back her rotator joint to where its back in line with her clavicle, and then maybe ease up a tiny bit on the black outline by her armpit to fudge how thin her arm looks in that pose (maybe to the sudden bend in the outline), at that point its just tweaking to find what feels most miriam to end up at
theres other things it could be too, for instance some riggings the bone connecting shoulder to spine is actually a little lower than is on a human (not sure why really) and so lowering the shoulder may actually drop it too far outward or mess with other parts of her mesh
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Post by azdrerios on Jul 29, 2018 4:27:11 GMT -6
Imho, the pose itself doesn't really need to be fixed.
Her face and the positioning of the eyes, however, do need some tweaking. Why do all the characters look at dead air as they talk? Shouldn't they be looking at each other, instead?
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Astaroth
Fifty Storms
What a wonderful night to have a curse...
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Post by Astaroth on Jul 29, 2018 9:55:49 GMT -6
its actually a film tech that has been adapted to games but has a little bit of a disconnect when you see both characters at the same time, the characters are assumed to be facing each other and either looking at each other or one of them is looking at the thing being talked about, and the cameras pov is supposed to represent the other character, but since you are never supposed to look directly at the camera unless you are actually talking to the audience (think snake nodding at you during the psycho mantis fight or anything deadpool) characters will instead look sortof to the side of them note where brody and the reporter are looking here even though the camera is taking up the pov of the character being spoken to, the camera is offset just enough the audience is still not the target of the conversation
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purifyweirdshard
Administrator
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Calling from Heaven
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Post by purifyweirdshard on Jul 29, 2018 13:50:43 GMT -6
Huh...yeah it looks to me like her shoulder is too far forward. The arm looks like it's laying on top of her torso rather than connected at the neck to shoulder. Should probably be moved backward some to connect further back there.
I never would have noticed this most likely lol
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fatihG
Devil Forgemaster
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I am the morning sun, come to vanquish this horrible night!
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Post by fatihG on Jul 30, 2018 1:09:12 GMT -6
What astaroth said. Pretty much all they need to do is make her clavicle not broken. This could be as easy as fixing her skinning (binding the model to a skeleton). But at the same time 1 little change here can affect a multitude of animations.
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Post by Carnack Ketral on Jul 30, 2018 10:33:26 GMT -6
skeleton rigging. Yeah, I can see that affecting more than just her shoulder in her idle pose.
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Enkeria
Silver in the Dark
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Amzeer - Aurora of Rebirth
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Post by Enkeria on Aug 5, 2018 5:18:34 GMT -6
What astaroth said. Pretty much all they need to do is make her clavicle not broken. This could be as easy as fixing her skinning (binding the model to a skeleton). But at the same time 1 little change here can affect a multitude of animations.
Yeah. This. If it do not break the model while playing her, or any other glitchy bugs, then its an somewhat easy fix.
If not, 2D portrait is an option, as so many others have requested. For me its fine either way of the three options (now, shoulder fix or 2D).
And the expressions are on their way.
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Post by azdrerios on Aug 5, 2018 6:19:14 GMT -6
What astaroth said. Pretty much all they need to do is make her clavicle not broken. This could be as easy as fixing her skinning (binding the model to a skeleton). But at the same time 1 little change here can affect a multitude of animations.
Yeah. This. If it do not break the model while playing her, or any other glitchy bugs, then its an somewhat easy fix.
If not, 2D portrait is an option, as so many others have requested. For me its fine either way of the three options (now, shoulder fix or 2D).
And the expressions are on their way.
Wait, other people want 2D portraits for dialogue, as well? Oh, thank god I'm not the only one. 😥
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Enkeria
Silver in the Dark
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Post by Enkeria on Aug 5, 2018 11:56:05 GMT -6
azdrerios Yeah, its a topic that comes and goes here. I just mean it can be a solution if needed. Static portrait works wonders. I believe Koji have fallen a bit in love with the whole Unreal Engine, and how much potential it has. Of course you wanna try stuff out, right? Perhaps they can use portraits as an option in the settings.
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