It’s not proc gen (they have a speech library they stitch together and adjust pitch/modulation) but it’s been really cool to watch the dynamic speech in Bohemia Interactive’s games go from be completely jarring to relatively naturalistic in the span of a decade
this is one of the more prominent copies shopping around an API, and they’re getting better by the month
cant wait to see how this gets used as a crutch in the subpar ubisoft games you have to play for work. a whole new spread of bloated open world games where you talk to detached AI generated NPCs. that might actually be cool and weird on a smaller scale honestly
We’ll see what Watchdogs 3 does. The thing Ubisoft and EA get to do is amortize this R&D across the entire studio; we’re a massive project but working alone next to them
im spirit bombing for you buddy
Memories of me in Game Art class in '06 berating other students for painting over photos (“It is frowned upon in the industry”), then going to the Krome Studios seminar at the first Game Connect conference where they showed their concept art protips which mostly consisted of painting over photos. Sweet, sweet humble pie
I don’t like it. motion smoothing for sprites
I don’t really enjoy it applied to existing assets either, but I think if artspersons start working with the tool from scratch they’ll come up with some good things
Yeah, my criticism would be it smooths out the “snappy” parts that the animator intentionally emphasized for an effect. If they’re making new assets with this tool that my alleviate my problem with it.
As applied to already existing assets, it certainly looks kind of awful. No understanding of timing and reasons WHY you would want to use low frame rate animation for impact.
some look better than others. it really can’t handle abrupt changes in position though.
I still think the hand-drawn pixel animation looks better in virtually every case tho!
however, I could see technology like this being useful for small indie devs who use it creatively.
I see this as being a step in the production chain
You chuck your sequence in the works, it spits out a bunch of new frames, you select and appropriate the more interesting suggestions
I haven’t played around with the app much yet but it could be just as useful for people trying to get together cycles @ a less uncanny framerate
Hmm, it seemed very keyframe-aware to my eyes. Not consistently, but much more intelligently than basic Flash-style tweening.
step through it frame by frame ( ,
and .
on youtube )
If you could control parameters for when keyframes should hold vs when they should be tweened, as in flash animation, it might be a great tool for low budget animation production, but as it is this looks only 1% better than someone tweening flash animation with all default settings at 60 fps.
there’s a lot of stuff that’s stylised in a way as to let your mind fill in the blanks, and it does a pretty poor job with those. but for gradual, evolving motion (cloth, explosions, waves) it looks god damn incredible
THAT KIKI KAIKAI PATCH THO
dang i remember they were on social media straight up asking if anyone could get in touch with apollo smile…i guess they didn’t
it sure is a weird situation where between toejam and earl 4, shenmue 3, space channel 5 and streets of rage 4 only the last one has a sega logo on it and they’re still not publishing it