What are we looking to do with the mocap studio, beyond a normal mocap studio?
TL;DRFor Squadron 42 they want full performance capture of face, body and audio together, so cinematics look better and animation doesn't suffer from disconnects between face and body.
Well, for Squadron 42, we want to do performance capture, where we capture the face, the body and audio.
And audio, so all three things. So the more the mocap studio can do, the better the cinematics are going to look; the movements, everything's going to match up. What you don't want to have happen is you're talking to an NPC in the game and your eyes are looking over here.
Also, when you don't capture the face and the body together, sometimes there's a disconnect in the animation. Things don't look quite right. But then you watch games like Uncharted, where it's full performance. Those cinematics are great.
Uncharted's done full performance. Red Dead Redemption's done some of this stuff. Some of the Grand Theft Auto stuff has done full performance capture. And it just makes a difference. You block it out like a play, right? Or like a movie.
Yeah, it's exactly like doing a movie.