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本帖最后由 pgain2004 于 2020-8-26 18:02 编辑
确认了一下:
https://www.rockpapershotgun.com ... -will-of-the-wisps/
Namely, they tore out the way Ori is rendered. You probably never really noticed, but in Blind Forest he’s a 2D sprite that’s animated at 30 frames a second. The screen, meanwhile, updates at 60 frames a second, so if you look closely, Ori’s run cycles and springing leaps don’t quite move as smoothly as the rest of the scene.
But that was only part of the problem. Fixed to the frames of animation his animators could produce and fit into memory, he can’t elegantly hang on to rotating platforms, fluently grapple onto things, or naturally stand on irregular surfaces and inclines. Being a sprite limited what Ori could do.
So in Will Of The Wisps, he’s 3D. It was an immediate challenge for his animators, since many came from the likes of Disney, Pixar and Dreamworks and were used to working at movie framerates of 24 FPS. “We went for 60, which is nuts,” says Mahler.
Aside from its smooth framerate, being 3D also opened up a new sense of fluidity because Ori can now blend animations between states. Take the vertical poles Ori leaps on to, his momentum spinning him around before he comes to a stop, or simply jumping and landing
https://www.theverge.com/2020/3/ ... x-one-pc-art-design
Gritton says that the team had a solid base to build from with the original Blind Forest, but there were some changes they wanted to make for the sequel. “When we started we had this wishlist,” he explains. One of the big shifts was that, despite still being a 2D game, the character models are actually 3D this time around. This allowed the designers to create a greater array of movement in the animations, which was important with the newfound focus on fast-paced combat. Artists were even able to add secondary animations to characters for a greater degree of depth. Early on in the game, for instance, you meet a giant toad in a swamp, and it’s covered with mushrooms. Each of those mushrooms actually animates separately from the creature; when the toad moves muscles in its face to talk, the fungi shift and sway in a way that looks natural.
https://www.eurogamer.net/articl ... e-a-2d-metroidvania
Perhaps the most fundamental change, though, isn't necessarily the most obvious one. "Technically, the original Ori was a traditional 2D game," explains Smith. "Yeah, we had 3D models, we animated them we exported and imported 2D sprites into the game. We've gone with a full 3D pipeline now. And that's really given us a lot. I'd say first and foremost, Blind Forest was a 60 frames per second game, but the character animations themselves were 30 - now we have 60 frames per second character animations as well."
- https://www.bilibili.com/video/av98186031
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