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/vr/ - Retro Games


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4871579 No.4871579 [Reply] [Original]

Were there any games of the PS1/N64/Dreamcast era that used deformation/stretching on their models or was it all segmenting, splitting up every single body part at the joints?

>> No.4871583

Plenty of N64 games did.

For example, if you look at the Goldeneye player models in multiplayer, when the player is aiming you can see stretching around the waist area.

>> No.4871590

I wanna say Bomberman 64 did, what with the pulsing bomb animations, and potentially the growing explosions too.

>> No.4871592

Alot of Saturn and Early PS1 games used models, composed with seperated limbs. But as time passed developers began to use deformable models as tech began to evolve more advanced.

>> No.4871603

>>4871583
So it did, I found myself looking up games thinking they were deforming but they were segmented more subtly like most of Zelda, with I think the exception being Majora's Incarnation.

>>4871590
nah that's just scaling and the models are optical illusions

>>4871592
That's interesting, I'm making retro models and I want to be as legit as I can make it but I was hard pressed to find deforming characters. I had to decide whether or not to butcher what I made and cut up the body parts but I think it'll be fine.

>> No.4871608

>>4871603
That is to say, it could be POSSIBLE to have deforming models but if it was too rare, there were often technical limitations, and if the technology got more distributed later then it would not be so legit to make models that way.

>> No.4871609

The Lost World game on Saturn used stretchy polys for the Dinos. I remember that being impressive for the time. Shame about the rest of the game tho

>> No.4871615
File: 104 KB, 1920x1080, FormatFactorypcsxr0015~4.png [View same] [iqdb] [saucenao] [google]
4871615

Many, although they usually had some parts segmented.

What you posted is from a DS game, Dragon Ball Kai, and it's mostly segmented. The tail is a single piece.

>> No.4871619
File: 712 KB, 1920x1080, Tobal no2 (6).png [View same] [iqdb] [saucenao] [google]
4871619

>>4871608
It wasn't rare.

>> No.4871621
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4871621

>>4871579

>> No.4871624
File: 187 KB, 1920x1080, FormatFactorypcsxr0057~1.png [View same] [iqdb] [saucenao] [google]
4871624

Zangief is a single model except by his hands. Many late fighting games had models built this way.

>> No.4871632
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4871632

Even Crash and Spyro weren't segmented at all.

>> No.4871634

>>4871609
>>4871615
>>4871619
>>4871621
>>4871624
I see, this has been helpful.
My models are only segmented for their heads, shoulders and hands and the faces are textures of course, the goal was a PS1 aesthetic but they're starting to look more like Majora's Mask.
Well down the road if I complete this then I've accumulated notes browsing /vr/ to see what worked and what didn't to try to avoid it being pretentious hipster shit that isn't fun.

>> No.4871662
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4871662

>>4871634
you can try vertex animations too

>> No.4871689

>>4871603
somebody posted turok 3 face animations in another thread.

btw way, the technique you are looking for is called skeleton subspace deformation. while the math is simple, the computational load is high enough to make it technique not often seen on older systems. moreover, generating data for this technique requires advanced modeling tools, or else it would take eons to make all the data

>> No.4871690

Reading all this and seeing those screenshots, makes me realise how much I miss that era og gaming. Everything was so new and exciting back then.

>> No.4871702

>>4871662
It's a combination of both the segmenting, having the shoulders, wrists and head being split gives it that look and lets you be more flexible with them.

>>4871689
That's also good to know, I had a gut feeling to keep deformations to an absolute minimum but some things just can't be done without a few moving vertexes.

>>4871690
That's what I grew up with and miss it all, they nailed serious feng shui in those days and none of these dumb indie devs are ever going to get it right so I'm just sitting in the fire doing it myself. I'm motivated by constant visions plaguing me after I took LSD.

>> No.4873303

All the Turok games used skeletal mocap animation with soft skinning.

>> No.4873310

>>4871579
can't believe no Lanky Kong was posted yet.

>> No.4874396
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4874396

>>4871632
Crash Bandicoot was very notable for how animation was done, they pretty much manually moved all of the vertices to get that exaggerated stretchy animation. It wasn't using skeletal rigs or anything complex.

That's even what was done for that Oney "woah" thing.
https://www.youtube.com/watch?v=DbABCheN6rA