• Vehicles • Fashion • Recipes • Blogs • Hunt • Travels • Sport • Fun • Handmade • IT • Education
Mini-Games
x

x
zakruti.com » Humor, fun and entertainment » Gameranx
The evolution of facial animation in video games

The evolution of facial animation in video games

FBTwitterReddit

video description

Rating: 4.0; Vote: 1
Faces are everything, even in video games. While they may have started out non-existent they've come a long way. Here's a history lesson betterine: Completely agree, the fact that LA Noire's faces were far beyond its lighting, texture capabilities, it's laughably uncanny looking back on it now. Other games at the time had better textures and lighting effects (Arkham Asylum for example which came out two years prior - whatever lighting limitations that did exist were overcome in AA with a lot of high contrast trickery, something that a Batman game generously lent itself to). But facial expressions in those other games paled in comparison to LA Noire.
Looking back from today, I'm not sure whether the character interactions in LA Noire or something like AA are more enjoyable to watch - LA looks uncanny for sure, but the faces AA (just an example) look so flat emotionally, which is a shame given the rich textures in that game. For players who're willing/who can look past the uncanniness, the LA character interactions might still feel like the more immersive experience.
Hope there's enough demand in good time for LA to get a remaster with improved textures and lighting. I'm seriously looking forward to the era when simulating reality to visible perfection becomes practically tractable.

Date: 2022-03-21

Comments and reviews: 9


triangle curves in mathematica.
Manipulate[
ListPlot[Table[
If[t > d, -(e + 1) Cos[t], (e + 1) Sin[t]-, -(e + 1 - c (t/d)) Cos[
t], (e + 1 - c (t/d)) Sin[t]-], -t, 0, Pi, 0.011-]], -c, 0,
e + 1-, -d, 0.011, Pi-, -e, 0, 4-]
I'm trying to now deduce tetrahedral curved surfaces using the same principles starting with this code it could be a curved graphics approach compatible with current polygon graphics.
ParametricPlot3D[-Cos[u] Sin[v], Sin[u] Sin[v], Cos[v]-, -v, 0,
Pi-, -u, 0, 2 Pi-, Mesh -> 5, BoundaryStyle -> Black,
PlotStyle -> FaceForm[Red, Yellow]]

reply

Shenmue was the first game I remember when the characters move their lips according to the dialog. And they show expressions of anger and sorrow with the movement of their eyebrows and eyeballs, even their noses move a little. All of this in 1999.
reply

Hell when mentioned Pacman I thought you were going to talk about the ghosts. They actually have eyes that look in the direction they're travelling in and change when Pacman eats the big dots. Pacmans got a mouth that has not expression.
reply

Mocap facial animations will always look weird, it may be easier than using a system like what Source has, but it doesn't seem to preserve inertia; with mocap, the facial movements seem too -sudden- if that makes sense.
reply

Comming here after the new JALI Driven Expressive Facial Animation & Multilingual Speech in CYBERPUNK 2077 got announced! It seems to be the biggest game changer since HL2 in 2004. -THE HYPE IS REAL!-
reply

I don't think L.A.Noire looks uncanny valley. I think it looks amazing. I didn't like the game but I thought the animations were simply amazing. It's not really animation, though, is it...?
reply

i know that nobody mentions or remember the mass murdering game which is postal 2, had a very good facial animations for a modified unreal engine, that came out at 2003 before half-life 2
reply

I like the face animation of lanoir. To think there's a dude out there walking around lookin like detective good-lookin. Idk man its really cool.
reply

I remember playing 3D games before the mouths moved when they spoke, then when they made them move. So near the end of the 90s coming into 2000s
reply
Add a review, comment






Other channel videos