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  1. #1
    Player
    SigmaOZ's Avatar
    Join Date
    Dec 2014
    Location
    Gridania
    Posts
    754
    Character
    Sigma Alpheratz
    World
    Faerie
    Main Class
    White Mage Lv 99
    1.0 had much better animations, beautiful ones that gave me the illusion of characters being more realistic.


    I wish they would bring back those original animations along with much higher polygon-count models, including thighs, elbows, knees, hands and feet for a much better look and overall game experience.


    It might have not been possible before because of hardware limitations as no one seemed to have enough graphics power to move the game but things have changed and GPUs are more powerful now and should allow for an increased quality.
    (1)

  2. #2
    Player
    Atelier-Bagur's Avatar
    Join Date
    Jan 2022
    Posts
    3,980
    Character
    Cordelia Emery
    World
    Coeurl
    Main Class
    Marauder Lv 82
    Quote Originally Posted by SigmaOZ View Post
    1.0 had much better animations, beautiful ones that gave me the illusion of characters being more realistic.


    I wish they would bring back those original animations along with much higher polygon-count models, including thighs, elbows, knees, hands and feet for a much better look and overall game experience.


    It might have not been possible before because of hardware limitations as no one seemed to have enough graphics power to move the game but things have changed and GPUs are more powerful now and should allow for an increased quality.
    Same here, I love how smooth and fluid character animations were in 1.0

    However this cant be replicated anymore because back then, the combat was slow enough to allow those animations flow with the tempo of battle but in current game you have to take into account at the more snappier and quicker pace of battle flow that having smoother animations or in this case more frames would make the visual flow extremely jarring. Its a technique I see in fighting games where character models dont fully animate every single motion because they need to follow with the player's button presses and thus resort to instead make each character's "key poses" stand out to still sell the animation of an attack while not worrying about animation locks, which is probably the reason why this game is like that now.

    Granted we could use more motion capturing in cutscenes or at least in very important scenes. THATS what I missed the most from 1.0, not the gameplay animations but the smoother cutscene animations between characters and the superior camera work.
    (1)

  3. #3
    Player
    ReynTime's Avatar
    Join Date
    Jan 2015
    Posts
    1,677
    Character
    Princess Walk
    World
    Cactuar
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by Atelier-Bagur View Post
    Same here, I love how smooth and fluid character animations were in 1.0

    However this cant be replicated anymore because back then, the combat was slow enough to allow those animations flow with the tempo of battle but in current game you have to take into account at the more snappier and quicker pace of battle flow that having smoother animations or in this case more frames would make the visual flow extremely jarring. Its a technique I see in fighting games where character models dont fully animate every single motion because they need to follow with the player's button presses and thus resort to instead make each character's "key poses" stand out to still sell the animation of an attack while not worrying about animation locks, which is probably the reason why this game is like that now.

    Granted we could use more motion capturing in cutscenes or at least in very important scenes. THATS what I missed the most from 1.0, not the gameplay animations but the smoother cutscene animations between characters and the superior camera work.
    I was waiting for someone to bring this again. I blame certain youtube videos made by people who didn't even play during 1.X themselves.

    This is only true to action animations, the extra detail to the walk/run/stop animations did not prevent delay or lock you in place when it came to just running around. The combat slowed you down with weapons sheathed, but that was already not going to be a thing in ARR's new combat system. The only thing that stopped them from keeping the visual momentum in how characters move was the arbitrary design decision they took. And it's not like they don't have access to the animations already implemented. They're still used all the time in cutscenes.
    (3)

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