The conversation I had with Walrus at the fanfaire regarding the subject of hiring an animator went a little something like this.Machete:What are the chances of hiring an independent contractor to do the animation work for MxO? Maybe tap the talent of the community and see if someone is talented enough to take on the task?Walrus:We don't have the budget at the moment to hire a full-time animator. I am not saying that we DON'T want to hire one, but IF we do sometime down the line we may take on an intern the same way we did with Dracomet, and nurture them from within to fill-in the position once they have proven they are up to it after their internship.This tells me that they know they need an animator, but its going to take time for them to look for the "right" person to fill the intern position they are thinking of taking on. I think this is a great idea if it DOES indeed happen, considering how invaluable Dracomet has become to the dev-team now that he is a full time dev for The Matrix Online. I hope this answers any questions or doubts people may have had regarding the dev team taking on an new animator.
Walrus said the reason is because none of them know how to work the tool to make the old cinematics.
You know, it makes me really sad to hear that. Just in general, nowhere I've ever worked and nothing I've ever worked on has been documented. And problems like this are exactly why companies need to give their developers even a small amount of time to document what they do. I've even documented stuff in my spare time, off the clock, and had it deleted because "no one will ever need that stuff."
Roukan wrote: Walrus said the reason is because none of them know how to work the tool to make the old cinematics.You know, it makes me really sad to hear that. Just in general, nowhere I've ever worked and nothing I've ever worked on has been documented. And problems like this are exactly why companies need to give their developers even a small amount of time to document what they do. I've even documented stuff in my spare time, off the clock, and had it deleted because "no one will ever need that stuff."
Damage for Interlock combat rounds are calculated as if they were 4 seconds long. In truth a round takes exaclty the length of time for all animations for that round to play. We really tried to make the rounds come out as close to 4 seconds as possible however events beyond our control took our animator from us before everything could be truely polished which is why Bullet time animations appear so messed up alot of the time.
Cost, it always comes down to it and you simply can't avoid it.
There are legal issues involved when your an employee of a company that deals with Intellectual Properties there are a bunch of things that have to happen. Volunteering for to produce content falls into a big tricky part of who owns what and in all honest most companies would just rather avoid the complication.
Maya was used to produce almost all base art/animations in MxO.