🎲 Judging by recent statements, CD Projekt RED decided to tackle the new update to the animation quality standard.
For The Witcher 4, a different motion capture technology will be used, where the actor's face, voice and body are recorded simultaneously.Because of this, the dialogues will be very lively.Gameplay animation will be based on the principle of "stylized realism", when all captured animations are deliberately accelerated by 20-30%.
Technical animators play an important role in development, linking the roles of programmers and regular animators so that the simultaneous reproduction of walking, spells, gaze and clothing physics in real time works correctly.
The set of animations for one movement in Cyberpunk 2077 included about 80 types - in The Witcher 4 this figure will be higher.Different body types, body weight and gender of the characters are taken into account separately.CDPR is also working on animations for NPCs with prosthetics.
The team is developing the concept of a “village ecosystem” - each settlement receives a logical way of life with production chains.Where does a blacksmith get his iron from, how does a butcher work, what routes do residents take during the day.An example is given of the extraction of bog iron.The Witcher 4 will feature unique "one-off" events in the world that are not directly related to the plot.This reminds me of RDR2.
The movements of the monsters will also receive decent attention.CDPR has a practice of having one animator work on one boss in Cyberpunk 2077 throughout the entire production cycle.For example, for Phantom Liberty it took about two years.Apparently, we are talking about “Chimera”.The Witcher 4 will take the same approach.An example is the Manticore, which combines the animations of several animals at the same time.
In words it sounds very cool.All this should be shown in the summer at the Unreal Fest event.
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