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Weekend Update - 04.18.2015


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#41 GenJack

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Posted 20 April 2015 - 08:29 AM

View PostDawnstealer, on 20 April 2015 - 08:02 AM, said:

Personally, I disagree with everyone here:

I think it needs to be much larger. Also, the hitboxes should be laid out so that it is approximately 90-95% cockpit.


100/10: Can Confirm, from future piloted these in clan wars.

#42 Corbenik

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Posted 20 April 2015 - 05:52 PM

Russ on twitter said that the EJ is doing a T-pose and "All is well"

#43 -Skyrider-

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Posted 20 April 2015 - 09:15 PM

Guys don't worry Russ tweeted that what we saw of the Cauldron Born was a T pose and the mech will be "much more squat"

#44 Strum Wealh

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Posted 21 April 2015 - 03:23 AM

There is a much meatier (and thus better) response from Dennis de Koning here.

View PostDennis de Koning, on 20 April 2015 - 11:57 AM, said:

Wow, lots of feedback here.

Some of you are happy and don't desire any changes; others want changes based on game-play, some based on aesthetics and a few are a little ambiguous.

First let me start with the issue of posting WIP. The pose of the Cauldron Born in question here is a pre-rigged T-pose. The rigged (resting) pose is far squatter and somewhat resembles the King Crab in its animation. So, in way, this thread is based on misinformation.

This does not invalidate it though.

Regarding geo modification, there are many things to consider here. We have to take hit boxes into consideration as well as animation. Hitbox adjustment is something that's always a subject of contention and we've made many adjustments on almost all platforms (and will continue to do so). We try to mitigate these issues at the concept stage by finding a compromise between aesthetics and game-play, and continue tweaking well into modelling. When it comes to animating a 'Mech, a sense of weight, balance, inertia; realism in general, is a priority. A wide legged stance for example would animate poorly, looking like a waddle, and if a constant centering of mass was applied (on cross-over), it would cause a drastic side-to-side motion that would look odd and unstable. This is one of the reasons every 'Mech has a waist; it's not just to accommodate torso-twist. Many of the original designs are fused at the waist which gives them a very squat appearance and would animate very poorly [if not impossibly]. The lower [or squatter] the 'Mechs stance, the more chance of (leg) geo collision at cross-over as well, particularly with chicken-walker 'Mechs.

One thing we are not (here in the Art Department) is polar. We do not sit absolutely left or absolutely right on anything. There is no 'this-or-that' attitude. We are in constantly looking for the sweet spot: the perfect grey area where aesthetics and game-play are balanced. No matter what though, we can't please everyone, especially those who ARE polar. This is not meant as an insult to anyone's opinion in any way. I get it, some want a 'Mech that performs 'perfectly', others want a 'Mech that looks beautiful. Some would gladly sacrifice appearance, immersion and reality for game-play; and others thirst for aesthetics, immersion and suspension of belief. We want it all; but know that's impossible. Sacrifices, trade-offs, compromises must be made, and there's so much complexity in the art and design of MWO that perfection can only be pursued, as achieving it is purely subjective.

It seems most of you are pretty intelligent and are understanding of these points as the well-roundedness of this conversation illustrates. We do listen, read and consider everything we can. Many changes and modifications have been made as a direct result of your feedback and many are in the works. So please, keep the feedback coming; be nice though, we artists are sensitive.

Although passion is a great reason for being rude, it's a horrible excuse.






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