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Why does clipping (or whatever it's called) still exist

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Thread images: 3

File: 2017-06-03 (5).jpg (576KB, 2560x1440px) Image search: [Google]
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Why does clipping (or whatever it's called) still exist in 2017? Is it seriously that hard to design a game where objects don't go through each other?
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yes, retard
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>>379035840
i dont mind it so much as long as its not a glaring issue like the blatant example of a game you have there
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3D was a mistake
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If this is a legitimate question then I can answer it.

Yes.

There are almost zero games where what you actually see of a character is the same as the hitbox of a character.

For simple, sprite-based 2d games, it's easy to avoid clipping, because characters have hitboxes composed out of a few squares, which is easy to calculate collisions for.

For 3d games with polygon counts large enough to make things appear """"realistic"""", calculating collisions with all of those polygons would hypothetically allow a game to have nigh-perfect physics simulation, and no clipping. But calculating something like that for even one character, let alone dozens at a time, is ridiculously impossible and can't be done in real time, ever. Considering that we're getting to the point where chips can't get any smaller it probably won't ever be possible.

As such the hitboxes for 3d characters are grossly simplified. This isn't laziness, it's just the only way to do it.

NOT ONLY is that true, but in cutscenes, there's usually no collision detection going on at all, or perhaps just the very basics being run in the background. It's just animated characters going around on their paths on a certain script. You literally have to eyeball it yourself to see if anything needs to be corrected. or you could write a program to debug that isn't used in the actual game which detects if the animation bounds go over any other animation bounds, but that would require work, which companies dont want to do

source: game dev
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>>379038947
>NOT ONLY is that true, but in cutscenes, there's usually no collision detection going on at all, or perhaps just the very basics being run in the background. It's just animated characters going around on their paths on a certain script. You literally have to eyeball it yourself to see if anything needs to be corrected. or you could write a program to debug that isn't used in the actual game which detects if the animation bounds go over any other animation bounds, but that would require work, which companies dont want to do
This is what mostly gets me these days. I understand a lot of on the fly problems. And to an extent I understand the problems inherent with customizable characters. But it still feels like a lot of the clipping that happens with preset animations with preset models shouldn't really happen. Is it still that difficult to even address that?
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>>379039250
If you're talking about Andromeda, then as far as I can tell they just did a shit job on the animating and posing in general. (i.e. not just clipping but both the static and dynamic animations themselves, backwards gun, and so on)

Generally the reason for excessive clipping is one of two things. One, the animation/scripting team is just bad, straight up. They don't check their own work. But this doesn't happen as often as you think.

Case two, which is more common I think, is that there's not any good team communication and/or there's no time to fix it. The animator makes an animation for bowing. The guy putting cutscenes together makes 200 cutscenes that have people bowing in them. In three of them, the character's head clips into something when they bow. Who's going to notice that? Animator can't possibly know. Scripter might see it, but might not. Your only hope is that someone in QA sees it, and reports it, AND that it's high enough on the list of literally thousands of other issues that someone has time to address it before release.

I'm not joking when I say that most games ship with more than one thousand unfixed bugs that were deemed too minor to deal with.

And don't even get me started on clipping in non-scripted events.
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>>379039883
600+ dev teams for AAA games with yearly releases were a mistake. Based poland.
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>>379035840
I must be blind cause I have no idea what to look at in that image
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>>379041406
her chin
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>>379041609
oh I see now, thanks. With the weird cloths I didnt even realize
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>>379041785
yeah the outfit is pretty busy so it took me a sec to see where I was supposed to be looking
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File: firis.webm (3MB, 1067x600px) Image search: [Google]
firis.webm
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>game has vanity capes
>they clip every fucking where
Literally unusable in Dragon's Dogma.
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>>379035840
it can be fixed by using Inverse Kinematic (IK), UE4 has it

https://www.youtube.com/watch?v=KsJihbJCSDQ

Unity also has it https://www.youtube.com/watch?v=EggUxC5_lGE

so i guess either Frostbite 4 is 5 years late or they don't want to use it since props would bounce like crazy in cutscenes while you sit or walk/jump/run.
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File: For Honor2017-3-3-19-31-34.jpg (140KB, 1920x1080px) Image search: [Google]
For Honor2017-3-3-19-31-34.jpg
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I will never understand why they couldn't just change the angle the warden leans on his sword or maybe write a script to push his tabard off to the side at least just during the character preview screen. I don't even mind clipping but when it's something like a character just standing there front and center, I'd like a little polish and detail.
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I've always wondered if something like applying Z-Culling to characters would make the clipping look less bad.
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>>379038947
In 2D it isn't even an issue, because you're just drawing things. There's no actual 3D space that objects can co-occupy. Compositing-wise, overlapping 2D elements can just be in front of or behind each other, and that's it.
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I think it looks really good in andromeda when the arms and hands clip through guns its actually a really cool effect
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The issue becomes much harder to deal with when there are multiple differently shaped/sized characters, and also the ability to actually change their equipment visually.

Overall, it is just one of those issues where, solving it is a lot of work for not much gain.
Thread posts: 20
Thread images: 3


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