![]() So – what if your action scene requires lions or even some magical monsters? Or maybe you want your superhero to jump over a ten meter tall wall? Then some hacks come into play, e.g. You have to buy a lot of expensive equipment, recreate the action scene, find skilful stuntmen and so on.Īnd finally you are more or less limited by the physical abilities of a human body. Motion capture, on the other hand, has a lot of limitations, as it depends on the real world. Unfortunately, both variants have significant disadvantages: Handmade animation, although it can be very expressive, will never look realistic. For our action games Vector and Shadow Fight we faced the problem of requiring several hundred credible, realistic animations of martial arts moves (Shadow Fight) and Parkour jumps (Vector) – but without a large budget.įirst it seemed like we had to make a decision between using either handmade animation or the help of motion capture. ![]() Tom Borovskis (director business development, Nekki): To answer this question, we need to go back a few years, when Nekki was an indie game developer and started two new projects. ![]()
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