>>323012917 In cutscenes and canned animations, yes, it looks amateur as fuck. There's literally someone in the animation section who looked at it, saw the massive clipping and said "yep, that's good enough". Ingame it's nice if it can be avoided but I'd rather have clipping than having the controls gimped to prevent it. I'm not autistic about it.
>>323015778 Honestly at first I didn't notice what you were talking about, I think in motion that would be incredibly difficult to see, especially if your playing a fighting game getting ready for the inevitable wakeup bullshit
>>323012917 As long as it doesnt happen all the time in a hugely obvious way
i.e. the handle of a sword clipping once during every run animation loop is fine, but having the entire blade clipping through you isnt.
For a lot of games removing all issues of clipping is pretty hard, you either do physics which is a massive drain and will likely look shit for other reasons or you do every single animation to work perfectly which could take an absolute shitton of time, particularity if you have lots of weapons and lots of armor.
Its really not that big of an issue, I would be far more annoyed if the game wasnt 60fps
>>323017737 No. It's worse in the character select screen, and at the end of the super, t does a "freeze" effect for the animation if you KO someone with it and the clipping is blatant. Just poor animation.
I wish I had saved webms of the animations people have posted. All the gifs on google are shitty and above file limit.
>>323017805 you'd be suprised. Lots of clipping issues can be easily avoided by simple adjusting weight regions and strengths of bones to the mesh. But as you start doing that, you can run into problems with the mesh getting weird contortions. It's a very trial/error process.
There's another easier method too, called corrective shapes/flexes. You can essentially pre program fixes for clipping into the model, so that in specific events of clipping or bad contortions, the vertices will use the keyframe to fix the issue.
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