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Games

A Look At the Tools Used To Make Metal Gear Solid 4 58

Soft Image is running a detailed story about the making of Metal Gear Solid 4. They explain the game's development cycle, from the art direction to the animation of characters to the building of models and textures. "In terms of bones used for constructing the bodies of characters, about 21 joint bones were used that contained animation data and were activated through these data. But many auxiliary bones were also used to supplement movements such as the twisting of knees, elbows, legs and arms. These were not activated by animation data. Rather, they were linked to the values of the basic joints that were activated by animation. ... They also used a tool to automatically generate the rig for controlling eyeball movement and the muscles around the eyes. Because the area around the eyes is also controlled using both shapes and bones, when the eyeball locator is moved, the muscles move smoothly just like they do for the mouth. Further, even if the shape is edited to redefine the eye edges, it does not spoil the blinking or brow furrow expressions at all."
Image

Under Fire 1

This guy sat through all of "The Sisterhood of the Traveling Pants." Now nothing fazes him.

Comment Re:media centre (Score 1) 93

It's clearly a driver issue of some sort - things go fast/slow/fast/slow if I use the default VIA drivers. Note that the board I'm using is very different (older) than what's being talked about in this article. It has a C7 processor, and uses the CN700 chipset, which has a built-in limit of 1024x1024 resolution for MPEG2 decoding. My board also does not have HD outputs, unless you count the analog VGA (I use the low-tech svideo to connect to my SDTV).

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