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In what ways might we be able to portray the physical presence of our characters. With a single skeleton per sex is there a way to project a large, strong, character as well as a smaller, less physical type?asked by Amontillado

TL;DRScaling up characters causes clipping and art problems, so physical presence will mostly come through armour, clothing and quality animations; skeleton variation isn't a current priority and may be revisited if it becomes an issue.

Yeah. I mean... That's an interesting question. Let me think of a way to respond to that. Okay, so you have two characters, they're two different heights, they have a series and sets of animations right? We make a character super big and be able to make him buff and huge, we have to say, "Okay what's the benefit of that?" Well you get to have a little bit more variety, but now this character is going to start clipping through his seat that we had in something else or his holster might have to be pushed out or something like that and then there's some art considerations and time considerations. So, do we want to have bigger characters? Yeah, Of course, but then if we start to do much larger characters, what is the downfall and what's the benefit and do they outweigh each other?So what we're doing right now is we're getting a lot of this portrayal through different clothings and armour times. Like the heavy armour, I'm sure you guys have seen the concept, maybe if it is out or isn't out I'm sorry, I apologize, but it's huge and massive and that's a good way to symbolize your presence. You want to be like really skinny and frail and maybe a quicker character and you want to be able to zip around in combat, you might be someone who wears the light armour with maybe a higher end jetpack right? There's ways where you'll be able to customize your character, now talking about scaling up the rig and all that kind of stuff, it creates a lot of difficulties. So we decided that maybe providing you with better animations would the best thing to do rather than providing you with less quality of animations, but more variation because then they have to be universal and work together universally.Once we find, once we start getting more into the game and seeing how the players work and seeing some of these ships and all this kind of stuff and maybe we're like "Well if we do this, we might not have to do that" and then all of a sudden there's this new way by using these bones to expand our characters now that CryEngine can take more bones then maybe that's the best way to expand characters and we're like, "Okay, perfect, this will solve our problems". So really it's just time, so right now we kind of want to nail down what we have right now and get that tech looking good and I guarantee you there'll be a large amount of variety and personalization into your characters, but on their most basic physical skeletal level, that's not really the priority right now. I think there'll be enough variation as it is, but down the line I think when it becomes an issue, than we'll of course and address and respond to that issue.

Yup, sounds good.

Sounds good.

Good answer.

I hope so.

So we'll go onto the next one.

I don't know what I was saying. It was like a stream of consciousnessAW: You just gotta let it go, let it happen.

10 for the Developers›Episode 09·
Published on this date.9 May 2016