- KneeChee27
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- Exalted Mythic Member
"I blame canser its going slutting itself around now so are bodys act like were aging faster stupid whore of a desies" ~ GruntX
Unfortunately, none of the reasons you offered are really legitimate. I'll just go ahead and quote myself, as I've already explained this before:
Posted by: KneeChee27
What most people are unaware of is that 3D motion capture technology is very finicky. Development studios that focus on 3D motion capture, and nothing else, can spend upwards of $100,000 for a 3D motion capture rig.
These studios have large, open spaces dedicated only to recording and animating. The walls and floors are plastered with highly reflective paper -- often coated in microscopic glass beads. Anywhere from 8 to 18 cameras are placed strategically around the recording area to fully capture the movement being performed. The room is then lit in such a manner than light is being reflected directly off the surrounding walls and floor into their respective cameras. On top of that, some studios make use of infrared cameras to measure distance in all three dimensions.
The use of highly reflective materials is for the purpose of aiding the camera in determining the difference between actors in the scene and the scene itself. The environment is made to perfectly reflect light so that the cameras can differentiate between white (the scene) and black (actors, foreign objects or scenery, and virtually anything else in the scene). Even with this setup, actors limbs are often confused with the background, sometimes their entire body getting mistaken by the capture equipment as being part of the scene itself.
If you need an example of what I'm talking about, look no further than the actual E3 presentation footage for Natal. Specifically, this infamous scene. Pay attention to the avatar's legs and arms. Notice how they begin to flip and jitter unnaturally. That's the device losing sight of the actor's limbs, and it happens quite frequently in motion capture studios.
If it weren't for the avatar's model being rigged with IK handles (IK stands for Inverse Kinematics), the avatar's legs and arms would have just floated off into 3D space. This brings me to my next point, which is that Natal's major function isn't to trace movement accurately, but to get a gist of movement and then make an educated guess as to what is actually being conveyed.
While that works for simple games, where an educated guess is enough, games like Halo, where your player is constantly moving, running, ducking, aiming, switching weapons (both on the ground and in one's inventory), etc. assumptions can be the difference between the player's life and death. To implement Natal for something like that would be ill advised.
The problem isn't converting your movement into in-game actions, the problem is that the technology isn't accurate enough to be fully implemented in an FPS game.
Another problem is that every other person and their mother who has read the news story about BUNGiE possibly including Natal in Halo: Reach immediately jumps to the conclusion that it will be fully implemented. There has never been any evidence to even suggest that Natal would completely replace a controller in any game, let alone a "hardcore" title with a well-established fanbase.
If Natal is implemented in Reach (and it very well could be), it WILL NOT be used for actual gameplay. It can't be. It simply wouldn't work. At most, it would be used for things such as interactive cutscenes, in-game puzzles or riddles (like the terminals in Halo 3 or the hacking puzzles in Bioshock), or as an alternative controller for things like forge mode.