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Undeadwolfy

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  1. Sauce: http://www.blackopszone.com/news/black_ ... z138TXSpce We've got a great interview for Black Ops Zone. Here's an in-depth interview with Adam Rosas, Treyarch's Lead Cinematics Animator and Motion Capture Director. Find out how all the awesome cinematics in Black Ops came to life. Q: What has your role been in the development of Call of Duty: Black Ops? I am the Lead Cinematics Animator and Motion Capture Director. As the Lead Cinematics Animator, I, along with a group of amazing animators, was responsible for all in-game storytelling scenes, acting scenes and unique level vignettes. On Call of Duty: Black Ops, the story and the way it was told was a main focus and I worked closely with writer Craig Houston to insure the animation and story department were on the same page. We knew that in order to tell a deeper and more compelling story, our game characters needed to show emotion better and have more fidelity to their performance. In order to increase the animation quality we developed a few new techniques to bring our characters to life in a more believable manner, two of which were Full Performance Capture (FPC) and Tension Maps. FPC is a technique that captures body and face motions while recording the actor's vocal performance all at the same time. This is beneficial because previously we would record in three passes (body motion first, then record sound, then animate the face) and FPC enables us to capture all at once, thus maintaining the actors' quality of performance. Another breakthrough technique, Tension Mapping, was developed to show character lines on the faces such as crow's feet, forehead wrinkles and the creases around the mouth and nose. These lines help define the emotional state each character is in, and add to the believability of the performance. Directing Motion Capture on Call of Duty: Black Ops was a blast, but it was not without its challenges. Being that Motion Capture involves scores of cameras tracking the actor who is wearing a suit with tiny reflectors, a typical Motion Capture stage is very barren with very little "props” allowed on stage. I would set the scene for the actors and describe the action coming and going from the scene to help them understand the action and find the appropriate motivation. It's very important I understand the design and story progression for each level in order to be able to answer any question the actors may have and properly describe the scene. I was fortunate to work with talented actors that brought so much emotion and quality to the scenes. We also worked with amazing stunt and physical actors that understand game development well. Every actor gave 110% every day and the ones that were new to this process did a great job opening their minds to a new "stage” that is game development. Q: You brought on US Army Major John Plaster and former Soviet special forces operative Sonny Puzikas as consultants. How did they assist with the game's look and feel? Did they add any motion capture to Black Ops? Meeting Major John Plaster and Sonny Puzikas was an absolute honor and pleasure. They both have unique perspectives and approaches to combat but it made for a fantastic juxtapose between the two. Meeting with them gave us an authentic perspective of battles, psychology and tactics. Major Plaster didn't suit up for motion capture but he did give us an insight to the amazing men he served with. These soldiers were the best of the best and were very intelligent, quick thinking tacticians with extraordinary discipline. They had a strong bond and trust in each other that truly inspired us all. Major Plaster's insight and stories gave me a better idea on how to direct the actors on stage. Being able to paint a picture of motivation and background from both his perspective and the MACV/SOG stories gave the actors' performance a quality of authenticity. The emotions the actors were able to tap into was due to having an understanding of Major Plaster's world. On the cinematic side, Sonny Puzikas played a key role in helping us understand the actions and motivations unique to Spetsnaz which, in directing the actors, aided me to paint an appropriate picture. Sonny's input on Russian Special Forces helped me establish a good basis for the mentality needed for the actors to fill the more unsympathetic and mysterious roles. Q: The story of Black Ops deals a lot with psychological warfare. What was it like capturing scenes focused on the battles within the characters own minds? Did the use of Full Performance Capture make that process easier? When getting inside the mind of a character, the challenge is for the person playing the game to feel what the character on the screen is trying to portray. To make this connection possible, Full Performance Capture (FPC) was essential in telling our story. FPC enabled us to capture every detail that the actor was feeling for these psychological and emotional scenes. As described earlier, being that we did not have to break the action into three parts, we could get to the depth of the scene and focus on game play mechanics so that our players feel they are completely immersed. Q: What's been your most memorable experience in the months leading to launch? A memorable moment for me was when I played our game in its entirety for the first time—I got caught up in the excitement! For a while, there were many components and levels being developed in parallel and the game was not completely assembled. But when the levels and all their components were stitched together, I was able to play the game from beginning to end and I got lost in the fun. I felt honored to be a part of something so special. The brotherhood and camaraderie the team shared as we got closer and closer to the end was inspirational. Yes, the intensity and stress increased as we got closer to the finish line, but this team has an amazing bond and because of this, every day you could see significant growth in the game. Q: Anything in particular you'd like to say to all the Black Ops fans out there? This one is for you. We never lost sight of our audience and we worked hard to create a game that is compelling, fun and long lasting.
  2. have you seen the melee kills in Killzone 3? Check those out. There's throat slitting, neck snapping and eye stabbing action. That isnt getting toned down.
  3. Taken from CVG. Sauce: http://www.computerandvideogames.com/ar ... ?id=271261 Call of Duty: Black Ops makes use of a new facial animation capture system so realistic that it had to be toned down for some kills. "We've completely changed the way we do facial animation," director Dave Anthony told OPM. "Some of the stuff we've done with Gary Oldman's character is amazing." But animation director Dominique Drozdz said that the animation was a little too good in places. "There were situations going too far," he added. "It was a a contextual kill where you were twisting the neck. It was too much. The throat cutting [is] nasty, but that was worse." So there you have it people, we've reached the point where killing in games is too realistic. It's all downhill from here.
  4. Hardened and Hardened Pro Hardened Bullets penetrate better. Hardened Pro Bullets do extra damage to aircrafts and turrets. Reduced flinch when you are shot. [brains] ?
  5. I meet all the above criteria except the veteran status. However, since I am British and on hourly I can monitor things that the American mods cant. I would gladly take up the role.
  6. At least on the 360's last gen's DVD not the PS3's Blu-Ray. So i reckon about 20% of the Blu-Ray disk is used. So much wastage...such a shame. :cry:
  7. thats the new co-op mode thats not revealed yet, Alien Zombies XD
  8. why the thumbs down Jac0109... :facepalm:
  9. Undeadwolfy

    Hello

    Or you could always come to me and ask . Im always here and happy to help
  10. MW2 campaign was fun though. The MP was fail however.
  11. This is WIN!
  12. Blueandproud made a typo on a "is this Takeo in GKNOVA6?" thread. He called him "Taco", so i made this character. He would be awesome in NZ. (blueandproud, im just messin about ) XD
  13. CoDz Centre of Da Zombies fail i know
  14. XD this is WIN!
  15. I never said I pre-ordered it. ;)
  16. Linky Linky Clicky Clicky?
  17. Nice one OP. Its about time somebody put Hutch in his place. Just because hes on Machinima, he thinks it gives him the right to say anything he wants and people will go along with it. Good on ya. +1 for you.
  18. Lol, ya i came to the conclusion that that pic was part of the torture scene the second i saw it the first time in the trailer. I dont know why i didnt post it though. I remember telling someone in the chat about it though.
  19. Clapping monkey toy, now thats a good idea! Or like some fake Perk-O-Cola bottles. They could have thrown in a lot of nazi zombie related stuff in. The thing is is that they announced the prestige edition way before zombies were confirmed so if they did announce it, zombies would have been confirmed ealier.
  20. so do i but, ZOMBIES > SP This
  21. Yup, so for all those who preordered the prestige edition, might want to have a collection of batteries to go with it. Link is provided put pasted the text here for the benefit of the readers. http://www.gamerzines.com/ps3/news/blac ... eries.html Picking up the Prestige Edition of Call of Duty: Black Ops for that exclusive RC XD car? Well, it looks like you'll need to stock up on the batteries as well if you want to use it. According to HMV, the RC XD car requires a total of twelve batteries to operate, six for the actual car, and another six for the remote control, though the retailer hasn't specified which type of battery they are, nor how long the battery life lasts. But the worst bit? The batteries aren't included. Would it have been too much to ask for a few batteries, Activision? It's not as if, you know, we haven't already put down the best part of £130. At least the car's fairly sizeable though, coming in at 21cm (l) x 18cm (w) x 10cm (h). Besides the RC XD car, the Prestige Edition of Call of Duty: Black Ops features all the gubbins included with the Hardened Edition, including steelbook packaging, bonus co-op maps and an avatar outfit based on one of Black Ops' lead characters. Call of Duty: Black Ops launches worldwide on November 9th on Xbox 360, PlayStation 3, PC, Wii and DS. Expect plenty of fireworks. Your thoughts?
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