Gameguru Mania Updated:01:56 AM CEST Sep,09 --> Facebook | Twitter

POPULAR CHAT TOPIC
Mass Effect 2 Statistics Rev
World of Tanks: Heavy Tanks
Total Annihilation creator b
Elemental launch results in
TERA Extended Gameplay trail
Firefall Announced by Red 5
Dungeon Siege III Trailer
Tron Evolution PAX 2010 Game
Duke Nukem Forever Coming to
Duke Nukem Forever Will Fina
F.E.A.R. 3 Passing the Torch
Halo Reach 1st Level Campaig
Bloody Good Time Announced
RHEM 4: The Golden Fragments
Path of Exile - Exclusive Cl
Three Big Announcements Comi
New 360 Controller with Tran
Mafia II GPU & CPU Performan
AMD Dropping the ATI Brand N
TechNews - GTX 480 SLI PCIe
The Secret World - First 30
Fallout: New Vegas Has Robot


Please e-mail us if you have news.

(c) 1997-2010 Box Network Ltd.
Privacy Policy statement


 Prey Developer Diary #6 - briefly
(hx) 11:27 PM CET - Feb,17 2006
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.

last 10 comments:
 Add your comment (free registration required)