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Is mocap going too far? Do we go back to hand animation? Motion capture was fine back in the day to use as a base but every company these days just imports the data 1 to 1 and everything looks like shit because of it
>>
it's probably a lot easier than manual animation, so probably never.
>>
>Mocap
>Procedural generation
I fucking hate how every Rockstar game GTA 4 onwards has every character stagger around like a drunk and awkwardly bob and weave in cutscenes. It looks horrible.
>>
>>735849182
Is that the chick who played Ashley in RE4 remake?
>>
>>735849331
>press forward
>take 3 seconds to get to full walk speed because of the asthma and morbid obesity
>stopping takes 4 seconds and you move 20 feet further than where you wanted to stop because your legs are so weak you can't stop on a dime
>>
File: 1480061664468.gif (2.05 MB, 222x291)
2.05 MB
2.05 MB GIF
>>735848849
Mocap peaked over a decade ago
>>
>>735848849
I do think it needs to be used more sparingly at the very least, but alas, like >>735849254 said, they are probably easier than imagining the scene and doing everything by hand, so chances are that major studios won't stop using them anytime soon, since it's always about producing more shit faster.

>>735849397
I think the one on the right is, yeah.
>>
>>735849987
same here. i feel no difference between a and b.
>>
What the fuck happened here?
>>
>>735850293
the biggest lie ever told
>>
>>735851281
literally no idea. janny going nuts i guess
>>
It's gone the way of 2d animation, it's a waste of time and money. That's why 90% of anime is 3d slop now
>>
>>735851310
yeah i take it back. she's still losing but not nearly as much
>>
>>735851281
Holy shit you are right, WHAT THE FUCK
>>
>>735851805
What?



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