226 - Uncanny Valley
Posted: Fri Dec 19, 2014 5:21 pm
In this developer diary, I talk about how we have to carefully consider our art style in order to avoid ending up in the Uncanny Valley.
The official forums for Infinitap Games.
https://forums.infinitapgames.com/
http://youtu.be/dR-8BUAulXg?t=10m3smatt wrote:The one thing you have to always remember when AI programming is to play animations at a slightly different random speeds, so they don't line up. It is a little detail, but it prevents the twin situations. It seems like a pretty big oversight to use the same character model right next to each other.
Oh those guys were so weird. What bothered me most is how neither of them made a SOUND. The first time I saw them I ran over thinking maybe there would be some kind of interaction, but no, they just creepily stared at me for a bit, then wordlessly ran away and crouched in a corner.Grabthehoopka wrote:http://youtu.be/dR-8BUAulXg?t=10m3smatt wrote:The one thing you have to always remember when AI programming is to play animations at a slightly different random speeds, so they don't line up. It is a little detail, but it prevents the twin situations. It seems like a pretty big oversight to use the same character model right next to each other.
Mark's reaction was pretty much the same as mine.
Honestly, I don't think it got much industry attention other than Team Bondi hyping it up as part of their marketing efforts. Are any other game developers using it? Not to my knowledge. Team Bondi went defunct, so the pioneers of the tech aren't around to use it. :-/ It was an interesting idea, but doesn't really scale well due to the fact that it requires massive amounts of data. I think it was a dead end, but perhaps I'm wrong. Maybe some day with better compression, it could work.I don't consider the tech that Rockstar created for LA Noire to be 'fancypants motion capture' but a massive leap (and risk) that tried to do something amazing and gained a lot of industry attention for it.