i just think as a left-handed person it'd be nice if i could also make my character left handed.
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i just think as a left-handed person it'd be nice if i could also make my character left handed.
And even if a player isn't left handed in real life, it at least adds a little uniqueness to your character as opposed to everyone having the exact same stances etc. Being mirrored is better than nothing at all.
It'd be nice, but I doubt they could just "mirror" the models and animations for this - especially with all the cutscenes that would need altered. It'd be a monumental undertaking that I just don't see happening - cool as it would be.
(Personally I'm one-handed so I'd want the option to have my character be missing an arm or just not use one arm at all. Would be quite a trick on some classes, though. Even worse cutscene problems, too.) XD
Not entirely sure it'd be a monumental undertaking in any case. Might maybe bugger up some camera angles, but, as long as the system knows to just mirror the model, it'd still function basically the same, wouldn't it?
Certainly something that might actually be worth looking into how complicated the coding for it might have to be.
While it would be nice to have more variety, this should be on the very bottom of their pile of "things to worry about". I would rather them fix the jobs to make them more balanced, and worry about the content before something such as this.
They could. After the character is put together but before it is moved to its coordinates and rotated to its facing, it just requires one line of code to apply a negative scale along the model's x axis.
Addendum: We do need to consider, though, that the models would effectively be inside-out, because the triangles' vertices would be ordered anti-clockwise instead of clockwise. If the backs of triangles are set to be ignored, this would make the inside-out thing invisible. If I recall correctly, DX11 has a way of correcting this so that it knows the anti-clockwise triangles are front-facing, but DX9 bases triangle orientation strictly on the vertex order.
I know that I've seen at least some instances of back-faces being rendered (the inside of the behemoth mount, for example), so this may-or-may-not be a problem.
(I'm a UI/UX guy; graphics engineers correct if necessary)
Easiest for them would probably be to get the animations for it done for normal gameplay and only worry about cutscenes having it in mind for the patch after its implemented, unless its something thats like a "turn on for older scenes" type of deal easy.
This is what I was thinking, and I have basically zero coding knowledge.
Even with cutscenes, surely the game is still calling up our model in some similar fashion, still using the same skeleton, they can't very well be pre-rendering the player or anything.
I think it'd be interesting for them to consider as well for the possibility of providing just that little bit of extra variety for NPCs.
Could you give examples of games that do this? Preferably mmos since single player games aren't running off 2010 spaghetti code staff can't do much about. Seems unnecessary honestly.
if they cant mirror hair(at least not yet) cant see them mirroring character stances
Hah, sorry but, it'll never happen. Yoshi-P talked about "Mirrored" hairstyles in the last fanfest and how, because of how their system/engine works, they cant even do that much. It's a hairstyle and they cant mirror it. Let alone 1000 moves and skill animations.
The game is coded very stupidly.
It's incredibly unfutureproofed for an MMO... Things like mirroring, I imagine has to do with the (limited) physics that do exists on character models and hairstyles couldn't simply just be mirrored. And for mirroring the entire character model, all of the attacks visual effects, which probably also can't be just simply mirrored...
Not only would they have to mirror the character's stance, but also the hit/slash effects of said attacks as well, not to mention equipment which is asymmetrical to accommodate handedness (lot of Aiming gear has left armguard/bracers that archers wear to absorb string slaps).
this is the kinda stuff that happens when a vertex gets inverted without the rest of the data lining up correctly
https://assets.vg247.com/current/201...ity_glitch.jpg
mirroring a 3d object is much more complicated once you start considering the different systems that interact with that object, such as where it sits on the character, animation direction, particle effects, physics, texture placement and deformation (look at livia's wrist at the end of castrum and you can see the texture stretching), if its an entire character being mirrored is the aoe markers and hit detection tied to the character position (ie you change the character x axis and somehow all forward facing cone aoes now target behind you), does it affect your facing during cutscenes, does it affect your position during cutscenes, etc
in a game made with mirroring in mind most of these issues are moot because youd approach all these from a different direction entirely, but ff14 wasnt, so any of these could apply and be what stopped just hair mirroring from being a thing, much less if you could mirror your entire character (and then, if you could mirror the character what happens if you can also mirror your hair and eyepatch, now those have to be coded to not interfere with each other), its a fun what if though