> @"Dithnir.4593" said:
> Hey Rogue, thanks for the detail :) I'm a producer, I just worry about the team's health and productivity. You say the tech isn't there, you mean it isn't in Maya or isn't in the toolset the Guild Wars character artists use?
> From what you're saying it would seem like the IK handles that determine the transformation would have to be different enough between male and female, say human, to make the work to get a suitably similar quality transformation happening unfeasible (e.g clipping issues). Or, the meshes themselves are different enough that the cost is prohibitive. Is that the case with the GW2 characters from what you can tell?
Ah then you'll understand why it wouldn't be feasible. The amount of labor hours is cost-prohibitive. You'll also set up a work load that both retroactively and proactively creates technical debt. A way around it is to just state, officially, that these operations will be done on only a few select skins, but now you have the branding issues to deal with. From a production and project management standpoint, the list of cons far exceeds the list of pros.
JThe meshes themselves would need to be adjusted. UV and shading networks adjusted for the different deformations of the new mesh. QA would have to test how the meshes work with different rigs and identify quality issues there, which would require more alterations to meshes, hypershaders, and any workarounds becauseit's now taking too long.
Meanwhile, while this retroactive project is underway, you devoted large portions of your 3d assets team away from the projects already underway for the future releases.
Software isn't smart enough to just do it on its own, it takes a lot of labor hours in every step to make these adjustments.
But again, would be cool to have.
As for the software they use, it's not just the design software, but the implementation of work-product from the design software into the game engine. This adds complexity as every game engine would be different, requiring its own set of labor hours. I'm only talking about the design side before it even touches the game.