Your missing my point here, I was being fair with Udon yes the change of body physique can make animation inconsistent if they were not done exact. So they would just trace it?
It’s not like you think…
It’s not like this : different well know studio = good animation HD remix.
You can point out every mistake in the works of Udon but it doesn’t mean having another studio would make it HD remix better.
So Udon should just trace? Would that be the same solution a different known studio would do?
You can say a different studio can make it more fluid in movement… those were vague comments which is simply known as animation principle.
This is the mistake… thinking that simply enlarging those exact SF2 sprite with outdated animation techniques is the solution and expecting the exact output as it was.
The thing is changing body phyqiue/volumes is the only thing Udon can do and even without touching it or simply giving it to a better studio that would simply trace the sprite frame by frame exactly. It would still be awful without the modern day animation techniques applied. which I said the problem and it cannot be resolve even with the different studio with the same restriction and limitation.
Man I wasn’t saying it was impressive, what I am saying it is better looking and in-motion that what we got in the final result.
You can criticize it for it’s flaws that are undeniable then fantasize and imagine a more fluid movement HD Remix to a different studio but in reality It is impossible in the way you perceive and suggest things because of the engine and restriction imposed in their creativity.
Because the Udon guys need to workaround the limitation of the outdated fighting game engine they used. And also count in the need to keep the technicality of SF2 game from pro that requires a distinct and particular frames as reference to cancel.
Animation Principles important it made everything beautiful in motion even with restriction to frame counts. Like why SF3 is so good in motion and why even a what if HD remix is an exact trace of the original will still look bad in motion. Have you watched SkullGirls GDC?
Going back to the original topic about you question SFV about proportion changes in animation, those techniques are Animation Principles which are essential in method in animating to make if look fluid even with limited frames.
So every time your talking about fluidity and smoothness in a limited frame count that’s Animation Principles. Animation Principles distort and deformed body parts out of proportion and realistic manner to give an illusion of impact.
Because without Animation Principles applied in animation it would require more frames than usual to make it look fluid and the collision strength would be less emphasized.
SF3 tops every fighting game if were talking about Animation Principles, while SFV tops every fighting games if were talking about intuitive animation.
As if your talking in a very comfortable way of a perspective, as if those were usual thing that has been done by many in the past when it isn’t.
So why would BAMCO which had more money and workforce than Capcom or ARCSYS, Didn’t do it like as easy as you think it is?
Why would BAMCO hesitate? they can benefit from it like doing a lot of fighters for there many shonen jump games, like Naruto, Jojo, HNK, Bleach and etc.
Like I said in the previous comment think of this, BAMCO would need to make partnership with ARCSYS, even they probably have more man power and budget than ARCSYS,
because it’s not as simple like this: Budget + Time = Replicate XRD
AN innovation is not simply Money = Replicate work.
What money can do is pay people to give you the instruction how it works and how it is done, sell you rights of the engine or hire them to create to imagine work you desire with their style.
It’s not that easy that money = replicate others. Capcom can do what Namco did with DBFZ but they cannot as of now create their own engine similar to what ARCSYS had even with the budget.