mckeg wrote:
Hmmm what animation system are you talking about that lets you do that specificly? I kinda get what your saying but that might add to much work for the "old granny" ps3 & xbox360 systems. John Carmack stated that at this rate those consoles won't have a 10 year cycle as planned, phones and tablets will sapass them in power within 2 years.
Trust me, the PS3 and 360 can handle it(as for them being obsolete in 2 years, I disagree but that's a topic for another day on another forum). If you want an example on how this could work or if the PS3 can handle it, look at another Namco-Bandai published game; Soul Calibur IV, a game made three years ago.
http://www.youtube.com/watch?v=pNWcUqJg ... re=related
Here's a quick example. Notice how the pieces of clothing move individually and are independent from one another. It's the type of thing I want to see with the armor and other clothing pieces in Dragonball.
Part of the "art" of game design is effectively balancing the "budget" as in how many assets can be going at once. Either Spike have based their choice on what will be all there and still run smooth, or their skills just aren't up to it
This is a good point, with the lack of sales they make off of each game, I doubt they get a big budget to do these things that I want, and that's not Spike's fault. However, if Namco Bandai, had spaced these games out in the first place there would be a bigger demand for each installment; thus a bigger budget would have been possible. Again not Spike's fault, but it is unfortunate.
I don't see that part with the ps2 day techniques could you use an example? The second part? yeah exported a higher polygon based on the orignal art asset or as you put it "added more polygons", but with animation (which is derived from the old games, not exactly copy n paste) you usually have to re-rigg and weigh stuff, otherwise major deforming and glitching occurs.
As for the PS2 thing, it has to do with the blocky feel of the character. Yes the characters look way better than there PS2 conterparts but they still have that blocky big head feel. Not sure how to describe it. But there is another thing, the way they treat the legs(specifically Goku's). They make the pants and leg one model(at least that's what it looks like) and it results in a weak look. I'll try to find a good example but watch how awkwardly goku's legs are when he kicks. I pointed it out back when Raging Blast 1 came out and I'm still noticing it today. I blame it on a poorly translated PS2 technique because I never noticed it being awkward back then. When it comes to a deformed look, the legs are the biggest thing to stand out.
...Wait what are you doing? Are you still reading this? I finished what I had to say, why don't you move on to the next post?