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Finding Balance: Realizing Responsive High Fidelity Character Movement in Just Cause 3
Character movement in games usually suffers from design requiring highly responsive movement, versus animation that requires time to convey energy, momentum and intention. In addition, when needing to support a vast array of feature sets with limited budgets, the costs of producing large amounts of animation and in-game memory become increasing concerns. This talk will discuss a philosophy and a range of techniques revolving around preserving animation content and creating coverage through the use of correcting and manipulating motion. Using specific use-cases as examples from our upcoming title, Just Cause 3, we will demonstrate the techniques used to maintain responsiveness and preserve animation quality. Jeet will showcase the importance of authoring content with the technology in mind and explore ways to reduce animation content and memory usage by highlighting some of the key features of our character motion and animation systems. During the Q&A our lead animator will also be present to answer any specific questions pertaining to our content.
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