00:12In Risen 2, we focused very much on the animation.
00:16We changed the animation system and invested a lot of time and effort
00:20in improving the way the players and the monsters moved.
00:24And as a result, we've come up with quite a few innovations.
00:31The natives dance around the fire.
00:34The soldiers of the Inquisition parade around the courtyard,
00:37for example, to point out new daily routines that actually fit the situation
00:41or emphasize the piratey aspects.
00:43The pirates themselves are drunk most of the time,
00:46and when they drink, they stumble around.
00:49So that in itself meant we needed a completely new set of animations to make it work.
00:54To make the animations and daily routines appear lifelike,
00:57one can either keyframe them or use motion capture.
01:01Mocap is of course way more efficient.
01:04In other words, it's much better because it makes things look way more natural.
01:08So we created loads of animations using Mocap.
01:12and then we built a completely new skeleton.
01:15We moved to the anatomy of the skeleton.
01:19We improved the anatomy of the skeleton.
01:20We improved the damage of the skeleton.
01:21We improved the all the Knicks.
01:22That also led to the whole animation.
01:26That was also to have to have the whole animation.
01:31Insgesamt reden wir ungefähr von 2.000 bis 3.000 Animationen,
01:34die wir neu erstellen mussten gegenüber Zorrisen 1.
01:38Unser biggest problema è stato, la massa di dati a bewältimento.
01:43In nostro caso abbiamo bisogno di un studio per un studio.
01:48Metric Mainz è stata la nostra Wahl.
01:54In questo caso abbiamo trovato con i Stuntmans con i Stuntmans,
02:00che non possiamo agire, ma non possiamo agire in alcune zone.
02:06Perché i nostri spielerici quali, per circa 20 anni di battaglia,
02:12in cui in Schwertkampf o Kung-Fu, eravamo sempre trattato.
02:15and then we had to go and take a little bit of the air so that everything works in the
02:21game.
02:45It takes one or two steps in a sequence and those animation jigsaw pieces are then fused together to more
02:52complex movement sequences by using a middleware morphing tool that we developed and licensed.
02:59Here we can see the various animations in which Indio can be found.
03:05In the spear attacks block we can see all the attacks that a fighter can do with a spear in
03:11combat.
03:33In the prequel we usually only used lip-sync, meaning mouth animation for speech, and now, for the first time,
03:41we can see how it works.
03:41We've animated complete faces using blend shapes.
03:46That means there are multiple facial expressions for varying situations.
03:50So you have raised eyebrows, lowered eyebrows, mouth open, mouth closed, and these can be combined by blending them into
03:58each other.
03:59You'll often miss shooting at long range. And if you don't stop your target fast, you can escape before you
04:05have a chance to shoot again.
04:07For every character type there are unique loops. Lordly are the ones who are for the Inquisition.
04:16They are a bit more stifer and more militarily.
04:38For each sentence we are now able to fit a matching animation. This means you can give further emphasis to
04:46your words in the game by adding facial expressions and gesture animations.
04:51Which we did, and of course, it is something completely different to just using generic animation.
05:03Music can enhance the situation. It can be melancholic when the hero journeys across country. It can speed up when
05:11the hero starts fighting.
05:14The worst case scenario for game music is when it really gets on your nerves.
05:18The worst case scenario for game music is when it really gets on your nerves.
05:18The worst case scenario for gamesc doitffs be there.
05:18It can be goldenтов.
05:19Remember to beрыxelowsconver.gelandium.com
05:19Bye.
05:19Bye.
05:19Autore dei sorrisi