In my previous making-of videos, we have introduced the production of backgrounds by procedural modeling and the production of small objects by 3D scanning as efficient development methods. This time, I would like to introduce a new category of efforts to improve efficiency.
After testing various in-house capture devices to improve the efficiency of animation production, the best solution was SONY's '[url=https://www.sony.jp/mocopi/]mocopi[/url]'.
If you have tried mocopi, you may wonder “Why?” This device is by no means accurate. However, it has a charm that more than makes up for it.
It takes only 5 minutes to attach the sensor and start capturing. The inaccuracy is also a minor issue, considering the fact that it takes a non-professional actor to modify a normal movement for a game.
The ‘MVN Link’ I have in our warehouse is a great piece of capture equipment with great accuracy, but it is really hard to put on a suit. I need to improve my body shape first, so it is a high threshold.
This ‘mocopi’, along with ‘XYN Motion Studio’, recently announced a professional mode and I am personally interested in it. Unfortunately, I have already created most of the motions that can be recorded with motion capture in 'Niraya of ■■' , so it is unlikely that the professional mode will be reflected in the game, but if it is that easy and highly accurate, I will be pushing it even harder.
In this making-of video, I will show you how the animation captured by mocopi is processed and reflected in the game. It's a lot of processing, but I think you'll find it more efficient than creating without capturing.
Finally, I will be speaking at the [url=https://gc-conf.com/]GAME CREATORS CONFERENCE '25[/url]. I will be giving a more detailed talk on the making of 'Niraya of ■■'. If you are interested in game development, I hope you will stop by while attending the other great sessions.
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