Prey Developer Diary #6 - briefly
(hx) 11:27 PM CET - Feb,17 2006
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The 3D Realms website has Prey development diary #6 penned by Chris
Rhinehart of Human Head. This update covers the two-day motion capturing session
for the game. Here's an excerpt:
Prey is the first product in which Human Head has used motion capture. In the
past, we've always hand-animated our characters for a few different reasons - we
know the time and effort it takes to animate a given character, we know what the
results will look like, and because we needed the ability to easily tweak the
animations. In Rune, the attack animations required a lot of tuning and tweaking
throughout development. Now, in Prey - we decided during development to try
using motion capture on our human characters, Tommy, Jen, Tommy's Grandfather,
and various human NPCs that Tommy encounters on the Sphere.
Since we had never done motion capture before, honestly, we flew a bit blind
at first. We first developed a comprehensive list of all animations in the
game that would benefit from motion capture, this included such things as:
- Player animations (carrying each weapon, running, crouching, etc)
- Human NPC animations (idles, walks, runs, attacks, etc)
- Humanoid Creature animations (idles, attacks, runs, pains, etc)
- Experimental animations - ones that we felt might be better to hand
animate, but wanted to try motion capture to see how that would work (a
character floating inside of a tank is an example)
- All cinematic animations of characters walking from a specific point
to a point, body language and gestures, etc.
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