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  • Hey all, just changed over the backend after 15 years I figured time to give it a bit of an update, its probably gonna be a bit weird for most of you and i am sure there is a few bugs to work out but it should kinda work the same as before... hopefully :)

COD4 a'la Avatar

I am sorry but Quake gaming videos are still the best.
 
I am not posting if because of the game, but because I think these guys got access to the game's engine and got to design camera moves after the games were played. They might have also added things that were not there and replaced or modified objects directly into the game itself.
 
I am not posting if because of the game, but because I think these guys got access to the game's engine and got to design camera moves after the games were played. They might have also added things that were not there and replaced or modified objects directly into the game itself.

COD uses the Quake engine. This video didn't need "access to the game's engine". They are spectating a demo or live play and recording it from their freecam view.

This is a good example of machinima
http://www.shaolinproductions.org/index.php?option=com_content&task=view&id=23&Itemid=42
 
You can't make fluid moves like those in spec mode. but, yea, that is what they used, demos. I was hoping to say it in a less game-geek way to include others.
 
They did a lot of 3D and compositing to make this.

Spectating is not a practical way to make this, Impossible at best.

Crash with a full moon, lolwut, I know the Xmas Crash, but not this one.

And gotta love the FUCK YOU INFINITY WARD at the end, lol, bloddy sell outs with wasted potential MW2.
 
I just want access to everything, plus the ability to motion capture to change body language, plus Benjamin Button/Avatar face capture to replace their faces... replace textures for each wall, record demos at 4k, then downsample to 720 or even 480... I bet that would look pretty good...

Anyhow... just dreaming of having Avatar capabilities, that is what this thread is about. :)
 
Well, but what about when you need to create something?

You'd still have to need of talented 3D artists, to model, texture, etc.

I've heard about people using the Unreal Engine 3 to make storyboards.

Not sure if it's more open to modding than the CoD4 engine. I'd go to a Machinima related forum.
 
COD uses the Quake engine.

Not since the first game. Infinity Ward developed their own engine.

Getting animation *into* a game engine in real time is not easy. It's not built to do it. I directed a project which was working with a defense contractor to get real-time telemetry into a game engine for simulation and virtual/augmented reality. You have to write a lot of custom code to even get pretty simple motion capture to drive in-game assets.

We'll get there. But I would prefer it was running on the next generation of this:
http://vimeo.com/6758975

Run 4 of those in tandem. Imagine the possibilities. 400x render speeds. A frame which takes 4 hours to render could be rendered @ 2 fps.
 
Well, but what about when you need to create something?

You'd still have to need of talented 3D artists, to model, texture, etc.

I've heard about people using the Unreal Engine 3 to make storyboards.

Not sure if it's more open to modding than the CoD4 engine. I'd go to a Machinima related forum.

Well, yea, but that is where I drew the line in my idea. Having some sort of limitation is fun. You need to tell a story that happens in the battlefields, in the maps available, and only with the materials at hand. Adding stuff would help a lot but I was thinking of a couple of very small elements at most. You have the bomb, which can be the Mac Guffin after a bit of modification so it can be seen while carried. Perhaps a few civilians would help though, but that would be totally worth the effort considering the doors it opens.

Keep in mind that textures would be a royal PITA to make them worthy of all the trouble, plus all the motion tracking... then about the faces, doing CC of BB would be too much obviously, so what do we do? Live action faces filmed with several cameras then turned into a 3D head? That sounds the easiest... :)
 
Not since the first game. Infinity Ward developed their own engine.

Boot up any COD game, at the beginning you will see id Software trademarks along with IW. Thats because the "COD" engine while modified by IW is based on the Quake engine.
 
Who cares, Quake is great. My first on-line FPS. COD is great too. Both move great, one is realistic and the other... unreal. There, done? Now get on topic and tell us if you would fancy a gamer feature if done as we describe above.
 
Red vs Blue is an excellent example of using motion capture work in a machinima video. The new season of it shows some really great animations, adding tons to the story.
 
That is not motion capture. This is:

http://www.youtube.com/watch?v=SvREJeue1z0

polarex1.jpg


BTW, Beowulf in "Beowulf" 2007 was performed by Ray Winstone. How awesome is that?

Man... I wish I could tell you guys about my concept. ;)
 
That is not motion capture. This is:

http://www.youtube.com/watch?v=SvREJeue1z0

polarex1.jpg


BTW, Beowulf in "Beowulf" 2007 was performed by Ray Winstone. How awesome is that?

Man... I wish I could tell you guys about my concept. ;)

Some of the character animations in RvB are mo-capped. Previously they were just the in game character actions, but they've since branched out. For the most part it's still actions rendered in game, except in such cases where they need to go outside the game's parameters.
 
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