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Ok so it means they botched the animation of some characters?
by kkjjkgjjgg 5y ago
Ok so it means they botched the animation of some characters?
- foxfluff 5y agoThe animations are fine but the game fails to load them. As it fails other assets too, for example you might see your main character in a cutscene with her tits out because the clothes didn't load. [1] At launch the game had you T-pose without pants while riding a motorcycle... [1] https://www.reddit.com/r/cyberpunkgame/comments/sx031p/started_a_new_playthrough_and_this_cutscene_seems/ https://www.reddit.com/r/cyberpunkgame/comments/sx031p/start...
- codemusings 5y agoGame engines typically spawn character model entities with this pose by default. Which means if you see this then the NPC's scripted loop hasn't even been initiated at this point. This can be a bug obviously but it could also be due to performance since a lot of game engine pipelines are async and some of these tasks might not have been completed in time. It's not exactly an easy problem to solve (simulating crowds in a huge city without any organic view distance portals) but I guess they could have also saved themselves a lot of pain by not targeting legacy systems or maybe make less ambitious claims about their game.
- LeoNatan25 5y agoI think this is a problem that is specific to the animation system, not necessarily the entire scripting system, as the characters are still following their scripts and driving/shooting; it’s just that their animation is broken.
- short_sells_poo 5y agoIt's been ages since I've left gamedev, but generally characters and creatures are animated by constructing an actual skeletal structure inside their body (usually called a mesh). Points on the mesh are then mapped with various weights to the bones in the skeleton. When a bone moves, points on the body are moved along with it depending on the weighting. You can think of it like attaching muscles to bones, which determines how the "flesh" moves when bones move/rotate. What you animate then is not the "flesh", but the skeleton. You tell the hand to move to a certain position, and then a constrained optimization problem is solved to extend the arm and hand while keeping the joint limits in mind. The most convenient default shape to set up the skeletal structure of a humanoid is the T-pose, so this is usually the shape humanoids take in games before any animation logic is applied to them. If you see a T-pose in a game, odds are that the animation system crapped out. The animation system may have crashed but the error was swallowed to keep the game chugging along.