GUILTY GEAR Xrd -SIGN-

GUILTY GEAR Xrd -SIGN-

Ironic sonic Dec 15, 2015 @ 3:53pm
Are character animations 30FPS
Noticed that the animations of the characters themselves are choppier than the background animation and general effects. Am I right in thinking that they reduced the framerate that the character animates down to 24fps for anime stylistic reasons?

Or am I imagining things
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Showing 1-15 of 18 comments
Florence Dec 15, 2015 @ 3:54pm 
You're right, the character animations are keyframed without interpolation (inbetweens) to emulate anime's low-framerate aesthetic. The game itself runs at 60FPS.
Mavi Dec 15, 2015 @ 4:04pm 
You actually can see how the animations work when watching a replay. Press pause and move frame by frame.
Pior Dec 15, 2015 @ 4:06pm 
All explained here : http://www.gdcvault.com/play/1022031/GuiltyGearXrd-s-Art-Style-The

Jump straight to "How we did it : Animation"
Vayne Dec 15, 2015 @ 4:27pm 
Oh, random bump into Pior! Salute!
Pior Dec 15, 2015 @ 4:44pm 
:D
Ironic sonic Dec 15, 2015 @ 5:06pm 
Originally posted by Pior:
All explained here : http://www.gdcvault.com/play/1022031/GuiltyGearXrd-s-Art-Style-The

Jump straight to "How we did it : Animation"

Thanks for the link. And nice portfolio >.O
DoktorMostro Dec 15, 2015 @ 8:57pm 
It is part of the style.
ShimazakiD Dec 15, 2015 @ 9:24pm 
Just as it is, you are quite right, the game itself is at 60fps, the characters not.........arc system works tends to do things radically diferent from the fighting standars capcom and company does.
Tim Dec 15, 2015 @ 9:55pm 
Somehow it doesn't seem as abrasive as MKX X-Rays.
LockM Dec 15, 2015 @ 11:17pm 
Character animations are 60fps,they however excluded a lot of inbetween frames, to emulate the 2d feel of the older games. I think it was unnecessary and rather have smoother animations tbh, which they did show off a bit in their presentation, but eventually did not end up with, shame.
2KI Dec 16, 2015 @ 12:46am 
Same here, I'd rather have 60 fps frames animations too. Damn I would prefer 60 fps anime too, but that's off-limits for hand-drawn (or assisted-drawn) scenes.
It doesn't feel more "anime" it just feels like my machine is chugging-up... which is not.

EDIT: Whatched the video of the GDC conference and now I want to cry knowing what we're missing. Damn how gorgeous it looks playing those animations at 60 fps (or even more on 140Hz monitors...)
Can't we have a mod or something to "enable" interpolation?
Last edited by 2KI; Dec 16, 2015 @ 1:02am
Random Noises Dec 16, 2015 @ 5:37am 
I feel it's best how to is now. Makes it easier to identify what's going on in terms of moves.
ShimazakiD Dec 16, 2015 @ 7:43am 
Originally posted by 2KI:
Same here, I'd rather have 60 fps frames animations too. Damn I would prefer 60 fps anime too, but that's off-limits for hand-drawn (or assisted-drawn) scenes.
It doesn't feel more "anime" it just feels like my machine is chugging-up... which is not.

EDIT: Whatched the video of the GDC conference and now I want to cry knowing what we're missing. Damn how gorgeous it looks playing those animations at 60 fps (or even more on 140Hz monitors...)
Can't we have a mod or something to "enable" interpolation?

I think is imposible due to the nature of the animation itself, because, the done a kind of "rotoscoping", with only keyframes.....there is no way to add interpolation, without the source code, and arc sys will not give that source code, and even with that, adding interpolation to the frames, makes the porpuse to the style to have no sense at all.
2KI Dec 16, 2015 @ 10:56am 
Originally posted by ShimazakiD:
adding interpolation to the frames, makes the porpuse to the style to have no sense at all.
I don't think so.
Before this game there was only the choice between the photo-realism of 3D models (becoming more and more detailed year by year) and the freedom/beauty of animated sprites.
The advantage of the first ones was mostly the smoothness of the animations while the advantage of the second ones was the freedom given to character designer at the expense of animation smoothness.
If you manage to get the same freedom and achieve such gorgeous visual style, why not getting animation smoothness too to create the final perfection? :D

I suspect that since ArcSys has a long history in animation and anime-styled sprite creators (as they said on that GDC conference) they were not yet ready for a blind-jump to a full 3D environment.

Still, I've been in love with them since Guilty Gear X (actually since the first sprites of Guilty Gear I've seen on M.U.G.E.N.) and will always be no matter what they do from now on.
Random Noises Dec 16, 2015 @ 11:05am 
Originally posted by 2KI:
Originally posted by ShimazakiD:
adding interpolation to the frames, makes the porpuse to the style to have no sense at all.
I don't think so.
Before this game there was only the choice between the photo-realism of 3D models (becoming more and more detailed year by year) and the freedom/beauty of animated sprites.
The advantage of the first ones was mostly the smoothness of the animations while the advantage of the second ones was the freedom given to character designer at the expense of animation smoothness.
If you manage to get the same freedom and achieve such gorgeous visual style, why not getting animation smoothness too to create the final perfection? :D

I suspect that since ArcSys has a long history in animation and anime-styled sprite creators (as they said on that GDC conference) they were not yet ready for a blind-jump to a full 3D environment.

Still, I've been in love with them since Guilty Gear X (actually since the first sprites of Guilty Gear I've seen on M.U.G.E.N.) and will always be no matter what they do from now on.
"Perfection" is a matter of perspective. Even if you can't accept the style yourself, it doesn't take much to see why they chose to do it this way. First of all, it's easier to see moves clearly with less frames, particularly if they use a few distinctive poses for the startup and active frames. For the more obvious reason; anime looks this way and that's what they're trying to emulate.

I don't see what's so difficult to understand about this.
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Date Posted: Dec 15, 2015 @ 3:53pm
Posts: 18