@kiaran_ritchie All of the above!
What I notice the most, as a player, are bad transitions and character not being grounded in the environement.
Jerky transition, but also physicality or logic issues during transitions. It’s tricky because it is often a fight against reactivity and coverage.
@jaap_null@danlowlows Cannot go wrong in investing in tools and automation.
Stuff like IK rig or simple but great little tool like the adjustment blend could safe a lot of time.
When you have [20+] archetypes for a game... Tools that help generating data quicker and reuse better is great!
@danlowlows More Improvement in physical animation to help ground the characters in the world and save animation time as well as getting better results.
I guess there will be a ton of improvements in secondary motion and character deformation.
@danlowlows More usage of some of the cool tech that have been developped in the past years but in other contexts.
For example, using motion matching to add believable head look-at to characters that match a given context and emotion and works in pair with the facial.
@danlowlows Though we could use it in smaller tasks. Like, a neural network that could handle blending using profiles. (Action, acting, physical, smooth...) Or maybe to detect when to lock the feet in locomotion Instead of having to add 1000 anim events or or bad heuristic.
@danlowlows I think machine learning could be use more in smaller task. I feel the goals or often really big and even if it makes awesome papers, it makes it hard to be used in AAA games where we can’t just give up control and rely 100 % on real time generated animation.
@RyanJosephHart MK 11 is really good. Good defensive options and meter system. Good story mode and looks great. I’d choose MK11 over SF5, but I just love 3vs3 fighters and DBFZ is the best imo. Most stuff is reactable and there is limitless strategies and setups to find. And it looks awesome!
@PoodleTime I prefer selecting controllers directly and hide them with a shortcut.
Could be great to have shortcuts to make a specific picker pop at your mouse location. Like Face picker, R/L Hand, R/L foot etc.
But even then I would still use the viewport ctrl for most selections.