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Which moves do you think were mo capped?

Absolutely none of the in-game moves were mo-capped. Only the cut-scenes are ever done this way. All combat movements are hand animated so they can be made frame specific and controlled.
 
Absolutely none of the in-game moves were mo-capped. Only the cut-scenes are ever done this way. All combat movements are hand animated so they can be made frame specific and controlled.
So the frames of mo capped movements can't be adjusted In anyway?
 
So the frames of mo capped movements can't be adjusted In anyway?
No it not that. It's that the actions of motion capture can't match the precision, speed or acrobatics of hand animation. No one can perform the movements at the speed and precision of the moves that Dante does in-game.
 
No it not that. It's that the actions of motion capture can't match the precision, speed or acrobatics of hand animation. No one can perform the movements at the speed and precision of the moves that Dante does in-game.
Tim even stated this in our interview with him
 
So it's impossible to perform mo-cap and then adjust the frames for precision?

But despite that, the animations looked okay.

I like how when you perform a standing High Time, Dante looks upwards.
I only wished that he only look upwards if the High Time hits the enemy.
Him looking upwards when not actually launching anything feels awkward.
 
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