Level one, starting race gear gives your female character a different (better) shape than any other gear in the game, try it, go on.
Switch from the level one gear and all the rest use a different mesh.
Shame really.
Level one, starting race gear gives your female character a different (better) shape than any other gear in the game, try it, go on.
Switch from the level one gear and all the rest use a different mesh.
Shame really.
solution: dat modding
some people will literally find anything to cry about......
Because cltohes aren't skin tight. Expeically clothes worn in combat, there's alot of padding to keep you safe.
The butts in the game look fine for me.
Personally, given the vast improvements made from 1.0 to 2.0 in other areas, I'd say this is an acceptable sacrifice. Especially since it appears most people didn't even notice.
It doesn't need to be a sacrifice tho they can just re-scale the bottom half with a patch, I don't see what the big deal is about fixing it honestly, it wouldn't take too much of there time to patch this.
If they patch this they can have my sub for years to come.
Last edited by Vandark; 09-01-2013 at 02:53 PM.
I'm more than a month late but thought I should chime in on this one.
At least to my knowledge model animations are not entirely animation schedules (the way they were in FFXI). By this I mean stuff that is technically "loose" such as cloth straps, hair, flaps in clothing and so on had their own animations to simulate physics without actually having any in the game. This is why they had slightly more freedom with body shapes (female elvaan and their bountiful derrieres come to mind...).
ARR's engine seems to be a mix of animation schedules (for movement like walking, running, strafing, casting animations) and physics (for hair and clothing). The main problem is that round surfaces + physics are very system intensive, and can be difficult to get right using minimalistic approaches like decreasing poly count of models. I'd know because I've been tinkering with dat mods (nowhere near to godlike entities like Mooshywooshy) and FFXI models for MMD. Part of getting the physics right involves, as you may have guessed, removing some of the roundness from the backsides of characters when called for.
I'll admit, this is just based on what little experience I have tinkering with models. I don't know the details of ARRs engine nor did I go to school for computer animation. I will say cutting the "fat" is faster and easier to put together, so I can believe Suzuki-san when he says it was done to save themselves time and money.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
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