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lmao I've seen that video a bunch of times and I still don't care what they're trying to achieve. I would still prefer the smooth 60 FPS animation over the crappy low FPS one. Doesn't matter what they're doing, low FPS are for movies not video games.
Anyway, it's not like it's going to change. I still love the game VERY MUCH, one of the best fighting game I've played so whatever I guess.
Just a matter of getting used to them. Obviously if you stay away from them you will never get used to modern gaming.
Absolutly not, you have no idea what you're talking about. This isn't some frame by frame drawing. The characters are standard 3D models, just like any characters in SFV and giving them 60 FPS isn't harder then 30 FPS. It's just a dumb artisitc choice which I don't agree with.
In the past two decades anime has started using CGI more and more to help in cutting the costs, but even up to this day full CGI anime doesn't look like traditional limited animation because reaching that level requires just as much if not more effort than drawing it by hand. In GGXrd's case they could do it because in a fighting game animating all the moves and animations once in high quality is within reasonable limits, but in anime the situations where using the exact same footage are very limited: OP/ED movies are the most obvious ones, but after that it's transformation scenes in mecha or mahou shoujo series are about the only common ones and even with those you get complains about the studio being lazy.
3D series often play with the framerate (making it slower for regular scenes and faster for action scenes), but they never look that good (ie. like 2D) simply because they don't put enough attention to the key frames (whether it's the motion of the animation, shading or something else). So if you think "just having 60FPS" would make things magically look better, you're simply wrong.
Guy, you obviously don't know anything about 3D animation. Doing a 3D character is modeling, animation is a totally different thing. 3D characters are animated with IPO curves, skeleton meshes / rigging, rigid / soft body dynamics, etc. Everything between a point A and B in 3D animation is INTERPOLATED, particles, clothes, smoke, etc are baked and precomputed. Don't speak about things you don't understand. There is no difference in animating at 30fps and 60fps in terms of effort required, it's just a choice, no technical difference.
Also, modelling and texturing 3D models that are meant to be rendered in cell shading requires fewer details, both in the mesh and in the textures: much of the details would never be visible or even counterproductive in the final rendering, so even in this area, you're just plain wrong.
Also this: https://twitter.com/ScrubQuotesX/status/940721529934962689
The game looks good because they put in the effort, which is something you can't say for recent Capcom games; the character designs are unanimously ridiculed, some animations are really half-assed (eg. Cammy's airthrow) and small details like hair or clothes look bad because they are delegated under a physics engine (ie. tons of clipping issues, even in obvious places where they shouldn't exist like character select screen).
♥♥♥♥♥♥♥♥♥♥ LOL, please stop. You obviously don't know how this work, lmao. You're just making yourself look super dumb here. Seriously, stop talking about stuff you don't know, it just makes you look like a complete idiot.
If you guys think it's simply getting a model done, rigged, do some keyframes by moving the bones around & let the computer do all the tweening for 60fps, then I've bad news for you- not even SFV & other 3D games are that simple. A lot more effort goes into animation, either 2D (or 3D made to look like 2D in this case) or 3D than you'd think. Much more for GG which was not going for the 3D look. And as we know, just as 3D animations aiming for ultra-realistic realism tend to get plagued with uncanny valley, so would 3D animations done made to look like 2D, hand drawn animation. It requires just as much effort to eliminate the 3D look as you'd trying to eliminate the uncanny valley in ultra-realistic 3D animation.
If anything, you two are the ones who look like complete idiots over here. People are trying to be civil, but since you guys resort to to insulting so soon for no reason.. Okay, you're saying these guys are talking about stuffs like they're professionals, and what does that make you two? Well, if you want a professional, here, you're getting one. I've worked in both 2D & 3D animation and know more or less about how things work. ofc, claiming that is pointless as you two too, could claim you're working around these parts without any credibility, so I won't bother arguing by my own words much.
So you want credibility? Here are translations on an article regarding the production and the whys & hows they're doing it the way they do.
http://polycount.com/discussion/comment/2099538#Comment_2099538
http://polycount.com/discussion/comment/2107579#Comment_2107579
Or, if you're too lazy to read the whole thing, here's an excerpt from it which speaks about the character animation, and how it isn't about as simple as letting the computer doing all the work to turn it into 60fps, or cutting down frames in half so simulate 2D animation specifically:
There, you want it in 60fps? See, it'd look like ♥♥♥♥♥♥♥ Xenoverse. Yet if you two are among those who actually think that'd look better like those DBZ peeps who claim Xenoverse is miles better than DBFZ, then I can't help you guys there. Suit yourselves.
And if you guys are looking for proofs on how the frame creation isn't simply auto-tweening for inbetween of frames, go read the article. It's all in there.
To give a bit of personal input, when it comes to animating, all the people doing animation (regardless of 3D or 2D) have their own styles to doing them, even if fundamentally, they're doing the same thing. So the ASW guys do their thing, and the Capcom guys, NRS guys do theirs. To claim everything should follow one same standard, that's how things would get stale & tasteless fast.
More frames doesn't always equal better. After all, one of the leading principle in limited animation (which also carries over to animation in general) is that when working in a budget, try to achieve more with less work put in. That doesn't mean they're necessarily cutting costs however. In any production, each frame is planned beforehand (at least, in how much frames the crew should do) since the production of every frame is paid for. So production wouldn't go over the budget, you know? And say, if a production can only afford so much.. Then they very likely can't animate in the same way productions that can afford more frames do. Doing the same drawings as the other production do but with less frames wouldn't be much different from cutting framerate in half for an auto-tweened 3D animation. It'd just look like its' churning out crappy framerate.
To add, the aesthetics of doing it that way also closely ties with frame data & programming hitbox/hurtbox. You could say SF3 was also 2D but had more frames to its animation. Yeah, sure but that also means the hitbox/hurtbox must be programmed differently. To say, with the hitbox/hurtbox assigned to more individual frames. Having more shapeshifting hitbox/hurtbox across more frames also means introducing more volatility in them, which ASW doesn't want in their design. Just imagine Millia doing a corner chroming rose mixup at 60fps where you've to read hard on every single frame of her movements & correlate that with every single frame of your buttons, where you could abare to escape, when to block high or low, while keeping up with all the mess going on screen..? Not saying SF with more frames is any easier, but that's also done both graphically & systematically to complement each other, just like GG.
At some point in time, just like the many forms of animation out there, limited animation has become a form of art in itself. The way animators manage to create strong impressions with less frames has given birth to a style of its' own & with it, the industries that thrive upon it. Now ASW is spearheading on the creation of FGs that work on limited animation, so be it. FGs with animation frames tweened to 60fps isn't in any way superior to another FG that works on limited frames, nor vice versa.
This is the same reason why some films are still made in black & white and some without sounds even. Aside from aesthetic purposes, it also serves its own purposes. To deliver messages & atmosphere colour films cannot. If you don't like it, fine. But don't go around saying everything should adhere to one standard.
If after all these you still want to stick by your opinion & think GG should be made in 60 frames, I'm not arguing any further. You can adapt or stop playing altogether.
I mean, the game already runs at 60fps, and it has clear frames. And when in motion, it does not look bad at all, thanks to the engine rendering everything (even the "sprites"' movement) at 60fps. Now, about the special animations part, I think they could do it in 24fps instead of 15fps, to give a better anime look rather than a choppy animation. Even more so when there should normally be less distorsions applied to the characters in these sequences as they already "look like 3D", if you see what I mean (with the camera not being static anymore). And even if there are as many or more, I think they're the most visually impressive parts of the game.
TL;DR: I don't think 60fps is worth it for GGXrd, whether it's GGXX's legacy or not, but 24fps should be a thing at least for some special animations.
Also, kudos to Penguinator and Bond of Travolta for the accurate and detailed replies.