I'm hoping you didn't buy the breton hero costume. They used all the glue on that thing.
If you're curious as to why some things are the way they are in ESO animation-wise and can watch dry tech-based presentations then there is a youtube video on the GDC channel by one of the devs that explain how and why they did certain things. The talk was from 2015 so talks mostly about pre-launch topics.
lordrichter wrote: »This is all about dignity. It is how they prevent Marilyn Monroe moments should we happen to walk across a Dwemer heat exhaust grating.If you're curious as to why some things are the way they are in ESO animation-wise and can watch dry tech-based presentations then there is a youtube video on the GDC channel by one of the devs that explain how and why they did certain things. The talk was from 2015 so talks mostly about pre-launch topics.
This is an interesting, but technical video. He does explain some stuff, but a lot of the talk contains technical terms that you have to know to understand. This guy is the person who sets up all the tools and rigging that is used by the character modelers, animators, and artists so that everything gets assembled properly and placed into the game. If you want to watch it, it is here:
https://www.youtube.com/watch?v=5YBJaXHFoSA
TB;DW: A lot of decisions and factors contribute to how robes work. Boiling it down to a single place to point fingers, you can start the blame with DX9 being too old for what they wanted to do with the game. This resulted in characters having only 77 deformable parts (movement within the head, hair, eyes, face, torso, fingers, hands, feet, arms, legs, weapons, tail, robe, etc). This is too low. It is why robes were assigned only 4 deformable parts. Apparently the animators did not feel that was enough so the whole point of animating the robes centers around maintaining the volume of the clothing as it moves with the legs.
It is anyone's guess as to whether ZOS will upgrade the rigging, modeling, and animations for DX12, or whether they will just call it "good enough" and leave that for the next game.
Edit: The guy in the video left the studio in 2015.
xenowarrior92eb17_ESO wrote: »lordrichter wrote: »This is all about dignity. It is how they prevent Marilyn Monroe moments should we happen to walk across a Dwemer heat exhaust grating.If you're curious as to why some things are the way they are in ESO animation-wise and can watch dry tech-based presentations then there is a youtube video on the GDC channel by one of the devs that explain how and why they did certain things. The talk was from 2015 so talks mostly about pre-launch topics.
This is an interesting, but technical video. He does explain some stuff, but a lot of the talk contains technical terms that you have to know to understand. This guy is the person who sets up all the tools and rigging that is used by the character modelers, animators, and artists so that everything gets assembled properly and placed into the game. If you want to watch it, it is here:
https://www.youtube.com/watch?v=5YBJaXHFoSA
TB;DW: A lot of decisions and factors contribute to how robes work. Boiling it down to a single place to point fingers, you can start the blame with DX9 being too old for what they wanted to do with the game. This resulted in characters having only 77 deformable parts (movement within the head, hair, eyes, face, torso, fingers, hands, feet, arms, legs, weapons, tail, robe, etc). This is too low. It is why robes were assigned only 4 deformable parts. Apparently the animators did not feel that was enough so the whole point of animating the robes centers around maintaining the volume of the clothing as it moves with the legs.
It is anyone's guess as to whether ZOS will upgrade the rigging, modeling, and animations for DX12, or whether they will just call it "good enough" and leave that for the next game.
Edit: The guy in the video left the studio in 2015.
I have a solution...Is called DX12 and im sure it was a thing 4 years ago
I'm hoping you didn't buy the breton hero costume. They used all the glue on that thing.
Carbonised wrote: »Well it's a strange problem. For instance, plenty of the dresses look alright. I used the sand gala dress for a long time, and it was fine, and I've been wearing the Buoyant Gentility Dunmer dress, which looks almost like a robe, and that one looks perfectly fine.
The Telvanni wizard lord robe however, is such an eyesore to wear and watch. Not only does it dye very poorly, it also has the glued on and strangely elastic lower part.
It's a weird problem that seems to target robes and half-capes only, while leaving most dresses unaffected.
NewBlacksmurf wrote: »
lordrichter wrote: »This is all about dignity. It is how they prevent Marilyn Monroe moments should we happen to walk across a Dwemer heat exhaust grating.If you're curious as to why some things are the way they are in ESO animation-wise and can watch dry tech-based presentations then there is a youtube video on the GDC channel by one of the devs that explain how and why they did certain things. The talk was from 2015 so talks mostly about pre-launch topics.
This is an interesting, but technical video. He does explain some stuff, but a lot of the talk contains technical terms that you have to know to understand. This guy is the person who sets up all the tools and rigging that is used by the character modelers, animators, and artists so that everything gets assembled properly and placed into the game. If you want to watch it, it is here:
https://www.youtube.com/watch?v=5YBJaXHFoSA
TB;DW: A lot of decisions and factors contribute to how robes work. Boiling it down to a single place to point fingers, you can start the blame with DX9 being too old for what they wanted to do with the game. This resulted in characters having only 77 deformable parts (movement within the head, hair, eyes, face, torso, fingers, hands, feet, arms, legs, weapons, tail, robe, etc). This is too low. It is why robes were assigned only 4 deformable parts. Apparently the animators did not feel that was enough so the whole point of animating the robes centers around maintaining the volume of the clothing as it moves with the legs.
It is anyone's guess as to whether ZOS will upgrade the rigging, modeling, and animations for DX12, or whether they will just call it "good enough" and leave that for the next game.
Edit: The guy in the video left the studio in 2015.
SisterGoat wrote: »I think they could update to DX10 or even DX11. The game is okay, but in 5 years it's going to be sooo outdated.
Game is already DirectX 11 and it's default.SisterGoat wrote: »I think they could update to DX10 or even DX11. The game is okay, but in 5 years it's going to be sooo outdated.
Game is already DirectX 11 and it's default.SisterGoat wrote: »I think they could update to DX10 or even DX11. The game is okay, but in 5 years it's going to be sooo outdated.