![]() Also we use multiple skeletons, which lets us get better animations since we dont have to always account for the lowest common denominator. As a result they look better and take less memory (Which lets us have more peds on the screen at one time than SR2). In SR3 our peds are individually modeled, not assembled via paper doll. The shared skeleton approach was not without its share of problems though. this meant that any asset that you saw on a ped could pretty much be used by the player, and indeed, pedestrians were pretty much created using our player creation tool. In SR2 all of the peds shared a skeleton with the player. Ultimately it comes down to the differences in how NPCs are created in SR2 vs SR3. ![]() The changes made to character creation were not made lightly (or without heavy discussion)
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