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Jump straight to "How we did it : Animation"
Thanks for the link. And nice portfolio >.O
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.
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.
I don't see what's so difficult to understand about this.