I showed model brutally slapped in that mod being someway skeleton compatible on that level as mean that engines are not SO worlds apart, to the point you can’t take advantage of previous work as guideline for frames/or even just on conceptual level (wich save time too)
Nobody said they took “SF4 Dan model and modified it to Kage”, “it’s an SF4 dan model edited”, or that that mod works legit as if was normal SFV material, these are words i literally never said lol
If anything for Kage 3D model they used SFV Ryu as start base to work on, wich is another thing of Kage that saved them some time/$
So why did I say you didn’t have decent understanding at all? because you use the Dan mod as reference which makes that you don’t understand at all.
I remember we have talked about this before, In another topic about Ryu Donkey Kick in SFV which you said it’s simple as copying it from Gouken.
Which I bring in to the topic is about skeleton thing, That time you weren’t aware of those. It’s a different area of work.
That’s why no one can say that Kage is a SF4 Dan edited because of having slightly similar Normals.
As saying the engine does is not so world apart it is. like I said it’s a different area of work seeing that video with Dan Mod is very unrelated to the Kage normals.
Lol at people actually doubling down with the farce that he’s an entirely new character created from scratch. So Capcom actually went full budget on his design, and of all places they could have researched for inspiration for cool karate moves, they ended up looking up to… Dan? Anyone has full permission to tell them not to waste that much money and time for essentially the same result.
The good parts of SFV stay good but let’s call the bad ones when they show up.
Except i already explained twice the meaning there was about SF4 model on SFV engine showing some level of compatibility as common base of work despite being different engines lol
And still of same opinion lol, either they could have found a way to take SF4 Gouken key frames of FA or they if was impossible import on SFV/adjust to Ryu’s smaller model they could have at least used it as guideline reference.
Instead they gone for cheap af recycled the kick part from SFV Akuma’s back throw animation, with the move looking like shit both in motion and as SF3 special recreation
They also recycled and modified a bit some SFV Akuma animations on Kage too, but there at least there it worked well
As long i got my basic theory knowledge of 3d animations (like years before SFV was released) i known about 3d “skeleton” made of points, the process of frames, duration etc
Again seem you like made up scenarios lol
lol, copying frames animation from a different SF4 to SF5? You may say it but you don’t understand it.
It’s not just about knowing 3d but also understanding the technical limitation of different engines.
Your simply saying Capcom can recycle SF4 Dan animation to SFV Kage because you post a video Dan Mod to Ryu in SFV which is unrelated. lol
With the Dan mod video? does it prove that it’s simple to recycle SF4 Dan’s animation to Kage?
take a way? or recycle SF4 Gouken keyframe for SFV Ryu?
Your previous comments
I didn’t made up scenarios it was your argument that you used on @Darc_Requiem, Which is about how easy it is for recycling SF4 Dan to SFV Kage.
This is correct
You can recreate Dan using Kage, but it’s not the same as recycling SF4 Dan resources to create Kage. lol
Actually how is the Dan mod video on Ryu in SFV related to “animation recycle” anyway?
That’s why I know that you have no idea on what your talking about and also the way you used the terminologies like your talking 2D process not 3D process?
Porting an existing 3D model between engines has zero to due with engine compatibility. A lot the “character mods” are simply model swaps from different games. All coming from various engines. My best friend creates 3D models. The models are created outside of the engine and moved into whatever game engine the developer uses. In his case I’ve seen put his models into the Unity Engine, Unreal Engine, and Creation Engine. Not sure what engine High Fidelity VR uses but he’s doing 3D model commissions for it.
Since the Kage model talk seems to be the topic at I hand I just want to say how his costume 2 shows everything that improved since SF4 visually, but also the many step backs that happened in between games.
On one hand, there’s no question that Kage looks better than Evil Ryu ever did in the ugly ass Street Fighter 4 series, but just taking a look at how his waist thingy is flaffing about in V, when it was perfectly fine in 4, you can see how little polish the whole thing has. Even the terrible long hair which never looked good in 4 to begin it is spazzing out of control more in V.
The fun thing is that Capcom hyped how high poly the SFV models were, at one point apparently stating that they used more polys for SFV Ryu’s head than they used for Ryu’s entire SFIV model.
Yet the first thing people will notice (beyond Ken’s face) is probably the really dodgy physics simulation and collision work for loose materials like hair and cloth.
One needs only look at Necalli’s horrible physics for his hair locks. Which is even dumber, cause you think at least the character they slapped all over marketing (he has a V on his face for God sake) would have some amount of effort put into him… but nope.
His V-Trigger form is… fine, but between the select screen, the loading screen, the versus screen and half the match, the form of the character you see most of the time is the much shittier one.
Making the transformed state better wouldn’t be that bad, just to be clear. If it’s for 4 minutes a fight basically, making it special (outside of gameplay ofc) isn’t bad in itself, but when you want the Trigger form as soon as possible because you want it to look just half-way decent… that’s a problem.
Necalli would look amazing if his hair was actually animated instead of being abandoned to the physic engine’s whims.
It’s weird, because Capcom actually puts fan-service-y effort with their characters on a lot of stuff (unique animation if you win with a perfect with certain characters, Juri’s extra lines if you activate VT2 while pressing a certain direction, Falke having three different lines for her taunt depending on button press…) but they have never done anything to stop the ragdoll from making their otherwise excellent models look bad.
I’m not sure anyone making decisions really thought about hair and cloth collision issues. It feels more like they just blindly assumed it would all work out fine. Which could be for any reason from blind faith, to underestimating matters, to miscommunication between tech and directors. Heck, systems that might have worked for “normal” game models and animations might just not have been up for the task of SFV’s model designs and animations.
When they realized it wasn’t working, it was too late in a rushed development to do anything more drastic than minor tweaks that wouldn’t be able to fix the root problems. So they just pushed ahead, able to fix Chun-Li’s helicopter boobs but not Cammy’s braids violently trying to phase through her body.
One would think that, but they clearly didn’t much care about Necalli in general.
It’s truly sad to see how while ArcSys had developed THE ultimate graphics engine , Netherrealm pushed the storytelling to a whole new level and SNK redefined spritework (pre latest game), Capcom has been struggling to innovate anything. Even Arika’s efforts, while I find them leaving something to be desired, considering their situation managed to give people something to love.
Even in the blunders Capcom showed the talent is still there: SF4 ressurected the genre, SFxTK and MVC:I having A+++ gameplay and SFV especially has a) a great storymode; b) a friendly earning system with the FM and c) a collection of fighters and costumes that’s only getting better. But the unifying vision is just not there to mash all these things together and just make the game everyone enjoys.
And I love SF4 and especially SF5. I see a ton of good in 5. I want them to continue on this path, especially since at this point the game is in a very nice state, but the lifespan is coming up and I’m scared SF6 won’t learn from those mistakes.
And really, writing issues aside, A Shadow Falls is probably the best a story has been told in a fighting game ever. You fight with the guy who is supposed to win, not the Chapter bullshit in Injustice/MK. Plenty of NPC’s so even without the biggest of rosters things are kept pretty fresh. Tons of great moments, Ryu banishing Necalli being one of the best moments I’ve ever seen in a fg and it’s done so simple but effective. Easy mode so you can experience the story swiftly and hard mode to earn the post-battle moments. No novels to read in order to know what’s going on. No awkward pauses between dialogue where you have to press next.
And between the character specific story mode and the different paths arcade there’s the potential for a huge single mode that gives you a look into the lore… in playable format! Throw in Rival Battle cutscenes from 4 in there for the truly important fights and you can learn, in-game, everyone’s story from 1 aaaaallll the way up to 3 (wow, to someone who doesn’t know the series that would sound dumb as fuck lol).
Shit, I’ve derailed a lot. Sorry for that but my passion got the best of me
You’re kidding right? SF4 almost singlehandedly revived the genre and the esports scene, SF5 continues to be the premiere fighter of its generation. Capcom’s focus is gameplay, that’s what keeps a game on top and played for a long time. Capcom are delivering on many fronts, you can see it if you just choose to look.
The premiere fighter is the fighter with the strongest competitive scene, otherwise MKX becomes the best fighter of the generation and that’s just dumb.
I mentioned how SF4 revived the genera, I agree, but for a barely decade old game it’s aged badly. The gameplay is still good but almoooost everything else is kinda wack. After 5 I can barely stand to look at 4.
And I’ll give you the gameplay thing… if it weren’t for the fact a ton of hardcores found 5 lacking in that aspect too. I like it. Hell, I especially love how they reworked the non-Ryu shotos, but for a lot of people that’s not the case. I give them tons of credit. I bought 5 pre Arcade Edition. I still play the game. It’s still the one I’m giving the most competitive focus I can, absent an actual local scene.
There are good stuff there. I think I’ve gone trough a bunch in just my last post. But the focus doesn’t seem to be there… Dunno. Season 4 is certainly one that I feel is going to be pretty decisive.
As to Miria’s post… and that’s exactly the problem. They try to cultivate something that showed can grow on it’s own. If Street Fighter is good, the scene grows with it. Look how far Netherrealm games came in the competitive scene after SF4. Look how ArcSys managed to get their hands on a billion dollar license in DB and skyrocket to number of viewers and players at EVO. Capcom just has to make great games and the scene would grow because people want to keep up with it. If Capcom makes another game like MVC:I that nobody wants to watch, play or even fucking look at to the point it’s not making the rosters, no matter how well it plays other companies won’t look at it and go ‘Yeah, let’s make that’