r/SipsTea • u/Separate_Finance_183 • 8h ago
We have fun here Some people are really good at being video game characters 😭
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u/_Drunk_Driver 8h ago
You're going to show us this and not the character that it's from?
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u/ihearthawthats 8h ago
Most likely a Korean mmorpg generic emotes.
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u/HumbleSinger 8h ago
Its jinx
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u/Wirelesscellphone 7h ago
Huh… I don’t remember Jinx having that much movement. Pokémon really getting updates huh
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u/BigDaddyRee 6h ago
Might not be from the videogame but thats deff jinx movements in that anitmated series they did
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u/Pristine_Poem7623 1h ago
Arcane?
Fuck no. Arcane's a tragedy and she's one of the most tragic characters. She doesn't do any of (waves hand at screen) THAT.
Also, it didn't use any mocap
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u/that_dutch_dude 7h ago
she is pretty much everywhere. https://www.youtube.com/@SAKANA-m4z
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u/Imaginary-Gap-2802 7h ago edited 7h ago
Reminds me of overwatch, but I’m probably wrong
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u/xxNightingale 3h ago
Not sure which one but this mocap actress is Sakana and she do a lot of work for Chinese gacha games character.
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u/PossumJumpRopeSquad 7h ago
She moves like a Disney character
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u/Acceptingoptimist 4h ago
If you go to her channel, that's the character assignment. It's labeled "cartoon" and She can do any kind of movement the mocap assignment requires. It's pretty impressive. She's a true artist and professional.
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u/thecrius 2h ago
I played enough World of Warcraft when I was younger too recognize the various animation for night elves. Might be for some different variation of elves but it's still WoW I am sure.
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u/ChillinWhale 8h ago
Probably some gooner gacha
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u/Superb_Bench9902 7h ago edited 7h ago
I saw Jinx from League of Legends. I'm not sure if the whole thing is just her tho. This is actually a kind of famous mocap actress. She's on some big games and events. Here's one that she did with AMD
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u/PoperzenPuler 7h ago
It’s the other way around. The characters perform her movements. That’s her job... You’re watching the original at work. In the game, you see the copy.
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u/IEC21 7h ago
Kinda weird given those stereotypical movement patterns originated with animation limitations.
Assuming she does motion cap for blizzard.
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u/thisgirlsaphoney 6h ago
Even with higher framrates in modern animation removing the need for the over exaggerated movement, it's generally believed in the animation world that we empathize with cartoonish animated characters more with that over exaggeration. I took 3D animation classes with some teachers from ILM in the aughts and it was foundational in the course work.
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u/accountnumber6174 6h ago
I can't wrap my head around it. I mean the fact that these moves originated from animation, and her she is animating the animations. Granted it's been a while since I last played these kinda games. But if my memory is still intact, these moves were from way before GMMORPH games became fully world wide.
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u/HermitCat347 8h ago
Oh! This girl! She works in chengdu under the name sakana. She's a pro mocap actress for quite a few big games. I think the most recent being delta force?
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u/tehnemox 7h ago
Why so much negativity on these comments? Damn. She's good at her job and videogames are not meant to be realistic for the most part, they are escapism.
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u/8eSix 6h ago
Plus, some mediums rely on exaggerated gestures to get their point across. No one usually bats an eye if a stage artist is using grandiose gestures because it would look odd for the people in the back to look at someone standing still with subtle gestures.
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u/TheFeelsGoodMan 6h ago
For a contemporary example, cinematic superheroes like Spider-Man and Deadpool. Since they're fully covered up by their costumes and reading their face is not possible, exaggerating physical gestures is pretty much mandatory.
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u/DapperMolasses3280 4h ago
She's literally moving exactly as WoW characters from 2006, I don't know what is wrong with people 🤣
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u/BandicootSolid9531 3h ago
I worked close with mocap engineers both facial and body. The reason she moves the way she does, with starting position same as the finishing one is so they can easily make transition animations into the other mocaps. These are hardest to do because it needs to look smooth to any new possible animation that player triggers woth his actions.
Also, they can speed up or slow down some of her movement easily, so that's why she does all her moves smoothly, with same speed. Her arms might be spread a bit more than necessary, and that's because producers probably didn't decided yet if she's gonna carry something there - a weapon, or some bag, or whatever.
So even if this looks very generic or unnatural, she knows what and why she's doing what she does.
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u/Positive_4182 7h ago
Lots of losers in this sub. :)
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u/accountnumber6174 6h ago
I avoid all negativity and losers on all subs simply by NOT going to New and /or sorting comments by Controversial... Don't know why that is even an option to begin with 😞
And I've been here for years!! Years I tell ya.
Muahahahahahaha!!!!
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u/a1g3rn0n 2h ago
They can't have her, they can't move like her, they can't be as successful as her. This makes them bitter and they try to find something wrong with her not to feel so inferior.
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u/DapperMolasses3280 4h ago
How is this not realistic? She's a real person doing real movements 🤣
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u/tehnemox 4h ago
Was thinking that too. I guess they mean people don't NORMALLY go around doing these kind of movements unless they are purposedly trying to be more video-gamey or anime like. But still obviously some people do/can.
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u/mat477 7h ago
Shes doing a great job and its clearly a choice to act the motions out in this way its just an interesting choice to make. If youre using a mocap actor then the idea of it not trying to be realistic doesnt make sense. Why not animate it if the actor is just instructed to act in a way that imitates animation?
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u/Idoncae99 6h ago
The mocap work flow is already built. It's a lot harder to animate human movements than it is to just motion capture it if it's already set up.
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u/eaglep1603 1h ago
A real person acting like a fake person to make a fake person who allegedly acts like a real person.
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u/No_Commission_6153 7h ago
But when i do these moves in public - everyone calls me crazy
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u/waariswalli 6h ago
I realize now the reason video game characters seem to move unnaturally is because their movement actors move that way.
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u/account312 4h ago
Traditionally, it was because we lacked the technology to make them move naturally.
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u/AlienPearl 3h ago
Yeah but that was way like back before 90s. Motion capture has been around for a while now.
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u/ldwtlotpa 4h ago
It’s obviously a trademark of the character. Like the way they move is just part of what makes them THEM.
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u/TipAwkward3289 7h ago
My first thought without reading any of the comments is that I know people are going to call this cringe because of the tiktokers that try to emulate the style.
Well you don't see it as cringe when it's in the game.
Honestly the amount of practice she probably had to do to make such smooth and precise video game style movements is hard. People don't naturally move like this.
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u/Tusker89 6h ago
"People don't naturally move like this."
I feel like I'm taking crazy pills here. Isn't the whole point of motion capture to make video game characters movements more human/natural? Why is the actor trying to emulate video game movements?!
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u/cartwheelpanic 5h ago
Because not every game is made like a film where we can see their face in detail or is that serious. Some have whimsy, cutesy, and talk with their mouths closed. So the exaggerated movement is show off the character's personality.
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u/Bootstrap117 5h ago
This is the reason. There seems to be an amount of Dunning-Kruger effect going on here.
Art is stylistic. There are other styles besides realism, and the whimsical approach to the emote matches this games aesthetic.18
u/rbtwzrd1148 6h ago
People think she’s doing the motions from the game animation, bc they don’t understand she’s the performance capture artist whose movement they MADE the animations FROM.
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u/Meotwister 5h ago
I think the person you replied to understands this. The question is more, why are the mocap artists intentionally making characters move this way when they don't have to because of limitations anymore.
I guess because it's become a stylistic choice of hyper exaggerated human expression they just still carry on with it. Some people might not get that and think you would want to capture more natural human movement.
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u/mbreslin 5h ago
Look everyone, it's the correct answer. I know it's hard to find among all of the wrong answers and weird fucking responses, but it's here.
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u/seazonedsaltdog 5h ago
No, its not. Have you ever played a video game? Hardly any of them go for hyper realism
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u/Chudpaladin 5h ago
It’s to give a base for the characters that the animators work on. She is told the movements they are looking for and they animate it using her movements as the basis. It’s exaggerated because animation is exaggerated and honestly it’s amazing for that. For an example of more “lifelike” animation, watch the newest Lion King movie. It doesn’t really work.
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u/TipAwkward3289 4h ago
Depends on what style you're going for. Exaggerated movement has been a thing since the beginning of animation. Rubber hose, anime... Sometimes you want something a bit more grounded. Sometimes you want that more whimsical feel.
Plus body language shows a lot of personality.
It would really change the atmosphere if Tom and Jerry moved like real animals.
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u/psykrot 3h ago
You're not taking crazy pills, you're just missing a piece of the puzzle.
Before mocap, animations turned out like this when everything was animated by hand. The un-natural, uncanny, exaggerated feel was a direct result of that. And yes, you are correct that mocap was created to make animations look more realistic.
Like others have said, its a stylistic choice to recreate that same feel, but the piece of the puzzle you're missing is it doesnt make sense to go back to OG animating becuase mocap is so much easier for the animators. So while the original use of mocap was to create more realistic animations, its now used outside of that too becuase its easier than doing everything by hand.
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u/readingitatwork 6h ago
This would be a little better if this video showed the video game characters she's miming
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u/Athlete-Extreme 3h ago
Imagine she’s your SO you get in an argument and she just starts emoting on your ass at an industry grade level
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u/Feisty_Sugar_8520 7h ago
i always see this and i think she just wears a mocap suit and copies already in game mocaps. she does do mocap but this specific viral vids of her are just her copying stuff in a mocap suit
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u/Zachosekken 7h ago
Her name is Sakana, and she's not showing off any specific characters. This is part of her showcase of generic character animations. You can see more here:
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u/deepfuckingbagholder 4h ago
She’s very good at whatever this is but I really don’t like whatever this is.
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u/RuleInformal5475 5h ago
What game is this going to be used in?
MOCAP looks like quite hard work. You have to move your body in certain ways to get the correct takes.
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u/phat_gandalf 4h ago
I hate that I know this but I'm absolutely sure this is Jinx from League of Legends.
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u/Ok_Degree4131 4h ago
Do you have any video of Jinx doing these animations? That would be really cool to see how they went from her acting to the character doing them!
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u/shpongleyes 4h ago
Roger Clark, the actor who played Arthur from RDR2 has talked a lot about performance capture. One thing he points out that's a major difference from screen or film acting is that the "camera" can literally be in any point in space; the devs choose a camera angle later. So you don't have a camera or audience to direct your performance towards.
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u/joinedformisseditor 5h ago
Pretty sure this is smite 1. I think sol or hel was what she was doing the motions for.
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u/BauerHouse 3h ago
would be nice to see what this mocap was for
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u/pointsouttheobvious9 2h ago
Her name is Sakata probably the most famous MO cap actress. Most of these are for her fortnight characters but you she is in like every Game
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u/EffortSufficient8521 6h ago
it’s kind of funny because the classic video game animation style being replicated here came from animators having limited time, money, and tech resources which is why they had that signature “video game” feeling. Now, we have a game company with the technical means to make really realistic animations with a body mapping suit, and they choose to use it to make animations artificially in that low quality video game style. It’s like using a $10,000 microphone just to edit the audio to make it sound like a $10 one.
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u/CommieDrifter 5h ago
that's not true, many of them are stylistic choices and comes from principles in classic animation and theatre about exaggerating your movements so that they read better at a distance / on a small 2d screen
Others are direct references to classic anime movements, like the "defeated/embarrased" pose, which was usually panned to in one frame for comedic effect
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u/profanedivinity 7h ago
This might be an unpopular opinion, but I definitely would
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u/LaserReptar 4h ago
Bro super unpopular. We're all attracted to men here. Get outta here with your heterosexuality
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u/Alceauv 7h ago
She's extremely attractive, why would that be an unpopular opinion?
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u/Electro-Grunge 6h ago
its a joke. something people say to make other laugh.
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u/Alceauv 5h ago
Look man, there are some absolutely dumbass genuine "WOULD" comments on reddit lol
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u/that_dutch_dude 8h ago
i envy people with good coordination. i cant imagine telling my body to do something like move gracefully and that actually happening instead of looking like a brain damaged drunk seal.
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u/cooolcooolio 7h ago
I mean, she's probably really good at what she does so that's kinda impressive?
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u/LostInSpaceTime2002 8h ago
So basically she moves weird and unnatural during the motion capture in order to be more "videogame character" like, and that's why videogame characters move weird and unnatural?
Feels like we went wrong somewhere.
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u/letsgocrzy 6h ago
Game dev here. Natural is not the intent!
1. Characters express personality through their animations, similar to cartoon characters with exaggerated motions.
2. Animations are made for the game camera angle-- top down gameplay means that stance and sideways motion may be exaggerated as a character standing straight will be less interesting 3. Combat readability-- in games, it is important to get "tells" for what a character's next action will be a split second before they happen so that you have an opportunity to dodge or otherwise adjust to that. Again, exaggerated movements make this much more intuitive and easier for players to pick up on.Hope that gives some insight !
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u/Bynming 7h ago
They should strap that shit on me while I'm making breakfast and throw that in a game about a fat guy making breakfast, looking around like "where did I put the damn spatula again" with palms up, cursing God for making me so clumsy.
Or maybe people just want to play really lively games where everything is played up. There's plenty of realism in real life.
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u/ButterscotchTop194 7h ago
Mate, it's for a game. You know, not real life.
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u/Oops_All_Bans 7h ago
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u/LostInSpaceTime2002 7h ago
I just find it ironic and funny that game devs capture real human motion so the animations won't be janky, only for the human actor to mimic janky animations.
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u/HumbleSinger 7h ago
The idea is to give people identity by how they move, so they are easily recognizable. Same as emotions being exagerrated in theaters or movies.
She is just very good at that, so its easier to capture her movements, then trying to explain to someone who is specialized in animation
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u/Kaszrak 6h ago
That, and because the movements themselves are very precise and distinct, regardless of personality.
They're mimicking uncharacteristic human personalities, because most people in society are basically just muppets, doing whatever everyone else is doing. How they dress, talk, behave, what they think, how they move, what's good, what's bad, you name it.
I bet if society wasn't so quick to shame and judge people, we'd see a lot more variety in personality traits, and thus, physical expressions of it.
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u/TheRealNooth 7h ago
I’d bet both my kidneys this is for some anime/anime-adjacent game. In which case, these are not “janky” at all. They’re expected.
Also still easier than animating by hand,
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u/Electro-Grunge 6h ago
it's not janky, just cartoonish. there is a difference.
it would be more janky doing it without motion capture.
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u/Primary-Fee1928 7h ago
Overacting has always been a core part of acting. Traditional theatre is literally all overacting, and it's ok.
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u/Downtown_Eye5736 7h ago
That's because the audience is far away from the actor to they have to overact to get the acting across. It's why acting became more natural and subtle with films cause now the camera could be right up in someone's face to capture the emotion so there was no need to overact. With gaming I guess it's based on graphics, if you're doing simple stylized character designs with low fidelity then you use this type of overacting, and if you're going for more realistic then you go real and subtle.
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u/BronzeEnt 7h ago
Wait until you find out about stage makeup, and stage acting. You're in for a ride man.
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u/OkBreakfast8244 5h ago
It's a style choice for a particular type of game. It's not like you see Arthur Morgan moving like this
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u/Super-Yesterday9727 4h ago
It’s not that complicated man. She’s playing a heavily stylized character in a heavily stylized game. There are tons of naturally animated characters in games where they are meant to look natural.
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u/ToMagotz 6h ago
Why is it wrong? Pioneer animators thought of 12 principles of animation long time ago.
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u/Spirited-Sorbet-2775 5h ago
I've seen the full video and this is for the game league of legends. A game viewed exclusively top down in a 3/4 angle.
The movement has to be exaggerated so you can even see what is going on and not have the movement obscured by the character's head.
In this case, it's jinx from league of legends if I remember right.
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u/DarkStarCollective 7h ago
I’m pretty sure this is Overwatch or Fortnite, neither of which are going for realism. They’re cartoony. And require cartoony animations.
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u/xoexohexox 6h ago
Right so the sensors on her body that she's operating have a minimum threshold for how much movement they'll pick up, and the animated character is drawn on a screen a few feet a way and there's a limit to how much movement it makes sense to render, it's kind of like how old radio stars spoke in an exaggerated way with pauses like William shatner. When it's a real person you can see talking like that it sounds silly but when it's a radio show with a lousy signal you're half listening to while you do the laundry it's perfect.
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u/PlagiT 6h ago
Exaggerated movements or expressions are quite common in animations or acting, it's been a thing since the begging of, I'm pretty sure, both of those mediums. Exaggeration of stuff in general is pretty common in all art forms as well, as long as they're not aiming for ultra realism which, big surprise, most animation, games or other art forms don't aim for.
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u/xVelunax 1h ago
This actor in particular gets showcased alongside motions for a bunch of more heavily stylized games which align more with traditional animation. The kind of 'anime' game style is one of these.
The early Super Mario 64 game for example I know heavily utilized englaring mario's foot and fist when he punched and kicked for exaggerated movements to make it obvious what was going on. Punch -> punch -> kick and each body part grew to like 3-5x time from normal.
Zenless Zone Zero is probably one of the best examples today of highly exaggerated motions in modern video gaming when you see their cinematic cutscenes. It's effectively a gooner game, but I'll give them credit they are really amazing animations which I think is a combination motion capture for key frames, then go back and tweak it manually for better motions/details.
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u/Sydeus_ 4h ago
I thought the same at first, but I'm now thinking maybe it's because natural movements in a video game might seem jagged and weird, so they have yhe actors move like real smooth ig
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u/Maxjax95 3h ago
Yeah it's like actors in a stage play, they need to project their voices and 'over act' for all the audience to see/hear. That kinda performance seems natural on a stage but it's awkward and off-putting if you see someone doing it somewhere else.
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u/HumbleSinger 8h ago
Man, I dont even play the game and can still see its that crazy girl from arcane. I wonder how i know that now... I dont even know her name....
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u/i_am_carver 8h ago
That’s their media though. Anime is like that but you know what you’re getting when watching. Same goes for their games. That’s why people watch/play in part.
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u/I_SLEEP_NORMALLY 7h ago
I’m okay with this in video games. I draw the line somewhere around TikTok.
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u/Flashignite2 6h ago
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u/AmputeeHandModel 5h ago
This implies that others wouldn't.
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u/VagrantMoon 2h ago
Ew! She's wearing a skin tight motion capture suit, and her hair is in a bun! Disgusting!
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u/AmericanComplaint 5h ago
I feel like she’s imitating video game characters, and video game characters were imitating people. Life imitating art imitating life
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u/Elric_the_seafarer 6h ago
She’s incredible at it! Her micro-undulation makes her look like featherweight
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u/Mangalorien 4h ago
For those that don't know, her name is Xi Xi Yu Sakana and she does this for a living.
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u/HeadbangingLegend 8h ago
Plot twist, it's just a girl in her kitchen at home filming an onlyfans ad.
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u/Affectionate_Toe_667 7h ago
Or some people just practice at it. You know, like one would for dancing choreography.
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u/bass-squirrel 7h ago
This mocap defeats the purpose of mocap
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u/wahoozerman 7h ago
The purpose of mocap has shifted significantly. It used to be so that you could get super realistic animation. Now it's just way cheaper to pay an actor and rent/buy mocap equipment than to hand animate.
A game I worked on the animators would take a few weeks to do a set of movement and attack animations for non-humanoid characters, but they'd bang out a dozen new humanoid animations in an afternoon with an iPhone recording themselves in the break room.
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u/Psych0matt 4h ago
“Let’s continue making things look real and natural”
“Nah, let’s do [whatever the heck this is called]!”
“Alright, I guess…”
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u/PawnOfPaws 3h ago
Exaggeration of movement. I'd like to call it a necessity from when characters were a little more than a lump of pictures so the animations needed a more intense movement than in nature.
However, as we got used to it it became more common in certain genres, particularly in ones that utilize small screens.
On the other hand: It's so over exaggerated, it's on the other side of the Uncanny Valley, not human enough to be uncomfortable and easily recognizable as "not intended to be a real human". Feels off-putting to see in real life, true. But it makes a game easy to identify as fiction, a place with no responsibility and stays well away from the uncomfortable Uncanny Valley.
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u/Fine_Draw_4614 5h ago
How do you think characters were modeled??? People been doing this since snes mortal kombat.









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