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  1. #1
    Player
    Balaur's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    154
    Character
    Balaur Bondoc
    World
    Ultros
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Vandark View Post
    I can’t continue to ignore this like lots of you are, I try believe me, every time I equip my old gear I can’t help but notice every single time (Doesn’t matter what gear I ware) that the gear hangs in the air, or the bottom half of my character is a miss match with her upper half.
    It's the same mesh for the most part. None of the issues you list with screenshots are actual differences that cannot be accounted for by camera views and perspectives. In some cases, you've chosen to make your case on the basis different positions in a movement animation. As these animations involve hip and torso twisting relative to the lumbar region and the camera's plane of view, catching what amounts to a slight alteration [for which you've provided no statistical support for] in curvature can be accounted for by angle, camera position, and position in a movement animation.

    So: They are the same models, and you need to work on your analysis of movement in animations. I suggest studying kinematics.
    (8)

  2. #2
    Player Vandark's Avatar
    Join Date
    Oct 2011
    Location
    Uldah
    Posts
    382
    Character
    Van Dark
    World
    Masamune
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Balaur View Post
    It's the same mesh for the most part. None of the issues you list with screenshots are actual differences that cannot be accounted for by camera views and perspectives. In some cases, you've chosen to make your case on the basis different positions in a movement animation. As these animations involve hip and torso twisting relative to the lumbar region and the camera's plane of view, catching what amounts to a slight alteration [for which you've provided no statistical support for] in curvature can be accounted for by angle, camera position, and position in a movement animation.

    So: They are the same models, and you need to work on your analysis of movement in animations. I suggest studying kinematics.
    It doesn't matter what angle you take, you could take a million pictures of both 1.0 and 2.0 character models and the 1.0 always has a larger bottom half.
    Want to know why?

    Because it was larger, and that armor I'm wearing in the screenshot. My characters rear used to attach to the end of that.

    That view you are talking about with the animation is a stand up view of her back, this image is still perfectly straight and in line with her back.
    I could not locate the animation but I got as close to the screenshot as possible.

    I challenge you to take a screen shot of a Miquo'te in 2.0 on any angle that is even remotely close to the 1.0 images, you would need to take a picture from as far down as possible but even then it would look tiny. In 1.0 even an above image shows a larger bottom half, explain that.

    If I took an above screenshot exactly the same as in the 1.0 image you would see even less in the 2.0 image then you see in the picture I put there with the under view VS the above view lol.

    Do you have Peripheral sense?

    Obviously if the 1.0 image still has a visually larger bottom half from a bird view while the 2.0 has almost nothing from a ground view then whats that say about the lower body you think? lmao

    Here look, This is an image with the skirt that is supposed to match the top I'm wearing and the back of the skirt is supposed to connect at the end of the top, but look at all the space in the image where the skirt doesn't connect.

    This is because the lower half of the model is not the correct size.
    (4)
    Last edited by Vandark; 09-09-2013 at 07:00 PM.