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** It ''does'' kind of move, but only around the shoulders. The age of the Unreal 3 engine is becoming increasingly evident: see the "tears" characters would cry, which ranged from a pool below their eyes to two slicks running down their cheeks. No animations in between - it's quite a surprise to see someone suddenly look like they've been crying for ten minutes.
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* In ''AlanWake'', Alan's shirts and jacket behave very much like shirts and a jacket - the hood bobs around, coattails and lapels flow in the wind, and it bends realistically.
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** In the direct-to-video sequels and the TV series, the carpet's elaborate design was downgraded so it could be drawn without [=CGI=]. Compare the [[http://en.wikipedia.org/wiki/File:Carpet1.jpg carpet as seen in the feature]] with the [[http://i114.photobucket.com/albums/n278/amadou_82/Disney%20related%20pics/King%20of%20Thieves/da3039.jpg direct-to-video/television version]].

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** In the direct-to-video sequels and the TV series, the carpet's elaborate design was downgraded so it could be drawn without [=CGI=]. Compare the [[http://en.wikipedia.org/wiki/File:Carpet1.jpg [[http://i.d.com.com/i/dl/media/dlimage/12/73/52/127352_large.jpeg carpet as seen in the feature]] with the [[http://i114.photobucket.com/albums/n278/amadou_82/Disney%20related%20pics/King%20of%20Thieves/da3039.jpg direct-to-video/television version]].



** The Mario series' relationship with this trope predates three-dimensional graphics: Mario's trademark cap was added because the developers didn't want to have to animate hair.

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** The Mario series' relationship with this trope predates pre-dates three-dimensional graphics: Mario's trademark cap was added because the developers didn't want to have to animate hair.
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** The same happened to Solid Snake in the original ''MetalGearSolid'' for PSX, whose design includes a long, flowing bandanna. It slowed the engine down so much, though, that the ends were eventually cut off. In ''MetalGearSolid 2'', the bandanna tails follow his motions almost perfectly and even flutter noisily when he opens a door to the storm on the deck outside, and was exaggerated by the tails on the Infinity Bandanna being as long as Snake is tall, giving an impression a little like a ninja scarf. Snake's skintight outfit might be an example of this trope, though, since the original plan was to put him in combat fatigues, but they didn't have the technology at the time to realistically move them in the wind of the storm [[AndNowForSomeoneCompletelyDifferent Snake's part of the game was set in]]. [[BabyGotBack It worked out]] [[{{Fanservice}} well enough, though]].
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correcting GW info (non-conversational-y)


** Well, the longer female styles (see Dervishes) do move, with the exception of that one high-ponytail look used by Necromancers and Rangers. But the Dervish skirts are pretty... conelike.

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** Well, the The longer female styles and accessories in later campaigns (see Dervishes) Dervishes and Ritualists) do move, with the exception of that one high-ponytail look used by Necromancers and Rangers. But the Dervish skirts are pretty... conelike.can be cone-like and a particular (across-the-board) curled, bouncy ponytail has hilarious effects when dancing.

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* ''SecondLife'' partially avoids this with animated hair and skirts available as purchased items. It still has clipping issues, but it does look okay most of the time.

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* ''SecondLife'' partially avoids this with animated hair and skirts available as purchased items. It still has clipping issues, but it does look okay most of the time. time.
** The default avatar hair ('slider hair') does not flow at all, nor does default avatar skirts. Also, most hair is created with either toruses, which are easy to bend into locks, or sculpties, which are user-defined shapes. Neither of these support the "Flexible Path" option. Hair in Second Life thus ranges from very well-done hair that doesn't flow, to somewhat crappy looking hair that flows properly.
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* In the ''SaintsRow'' series, there is a wide variety of long hairstyles to choose from, ranging from corn rows to dreads to ponytails to straight, elbow-length hair. Every single one of these styles is as rigid and stiff as a plank of wood. It's particularly noticeable in a cutscene in the second game, where your character is thrown around during a fight with a rival gang leader - his/her hair sticks perfectly to him/her the whole time, no matter how long it is.
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* Played straight in ''TalesOfSymphonia''. Particularly jarring with Colette, whose elbow-length hair was rigid as a board.
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* AmericanMcGeesAlice is a bit weird. Her hair is stiff as a board and can be seen cutting through her neck if you can twist her head right. Her apron ties, on the other hand, flap fairly convincingly whenever she runs or stands in a breeze. Screenshots from the sequel in development show that they've gotten the new Alice model's hair to move.

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* AmericanMcGeesAlice ''[=~American McGee's Alice~=]'' is a bit weird. Her hair is stiff as a board and can be seen cutting through her neck if you can twist her head right. Her apron ties, on the other hand, flap fairly convincingly whenever she runs or stands in a breeze. Screenshots from the sequel in development show that they've gotten the new Alice model's hair to move.
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Averting this trope is something of a [[PublicDomainArtifact Holy Grail]] for CGI animators, which can lead to being averted ''too'' hard. A lot of instances of flowing hair or gowns end up flowing ''too much'', taking attention from anything else in the scene, like Dr. Ross' hair in ''FinalFantasyTheSpiritsWithin'', or Nariko's in ''HeavenlySword''. When flowing is done right, it either is unambiguously the centerpiece of the scene, '''or''' doesn't call attention to itself but rather [[WillingSuspensionOfDisbelief reinforces a viewer's immersion]]. This trope is why ASpaceMarineIsYou is still so extremely prevalent: It's easier to model and animate a bald guy (or better yet, [[{{AFGNCAAP}} always helmeted]]) wearing an armored spacesuit than it is trying to create an ElegantGothicLolita from Harajuku. Just imagine the processing power required to handle the delicate and intricate clothes that flow in a DramaticWind... or when running and fighting.

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Averting this trope is something of a [[PublicDomainArtifact Holy Grail]] Grail for CGI animators, which can lead to being averted ''too'' hard. A lot of instances of flowing hair or gowns end up flowing ''too much'', taking attention from anything else in the scene, like Dr. Ross' hair in ''FinalFantasyTheSpiritsWithin'', or Nariko's in ''HeavenlySword''. When flowing is done right, it either is unambiguously the centerpiece of the scene, '''or''' doesn't call attention to itself but rather [[WillingSuspensionOfDisbelief reinforces a viewer's immersion]]. This trope is why ASpaceMarineIsYou is still so extremely prevalent: It's easier to model and animate a bald guy (or better yet, [[{{AFGNCAAP}} always helmeted]]) wearing an armored spacesuit than it is trying to create an ElegantGothicLolita from Harajuku. Just imagine the processing power required to handle the delicate and intricate clothes that flow in a DramaticWind... or when running and fighting.
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**It [[RuleOfCool looks kinda cool, though]], and has a nicely stylized quality to it.
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** This is because most of the many years it took to make the game were spent making the graphics engine deliver as realistic graphics as possible, at all times, without slowing down. No joke.

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** This is because most of the many years it took to make the game were spent making the graphics engine deliver as realistic graphics as possible, at all times, without slowing down. No joke. [[VisualEffectsOfAwesome It]] [[CostumePorn certainly]] [[SceneryPorn shows]].
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*** I thought it was so people could tell he ''had'' a face.
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Fixed a capitalization error.


* ''FinalFantasyVIII'' averted this notably in the cutscenes, since squall's fur collar was added expressly to challenge the animators by keeping them from following the trope.

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* ''FinalFantasyVIII'' averted this notably in the cutscenes, since squall's Squall's fur collar was added expressly to challenge the animators by keeping them from following the trope.
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** Another simple scene was processor-intensive: when the costume at chucked in the garbage can at Edna's and slowly falls in was incredibly difficult to simulate.

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** Another simple scene was processor-intensive: when the costume at is chucked in the garbage can at Edna's and slowly falls in was incredibly difficult to simulate.
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**Which, oddly enough, was actually an error on the part of the programmers. It was originally supposed to be a lot shorter, but as they liked the look of it so much, they [[AscendedGlitch kept it anyway]]
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flushed away more concise


* Averted by ''FlushedAway'' (No Flow in {{Claymation}}): The reason this movie was done in CGI, used to simulate claymation, was that in proper claymation flowing water is difficult or impossible to animate.

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* Averted by ''FlushedAway'' (No Flow in {{Claymation}}): The reason this ''FlushedAway''. This movie was done made in CGI, used with models made to simulate claymation, was that in proper claymation look like plasticine, specifically to show flowing water is difficult or impossible to animate.and avert No Flow in {{Claymation}}.
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** Capes also clip ''horribly'' while riding a raptor mount.

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That's Uncanny Valley though, and likely already there. Confusing nattercut. The Doctor's a Badass Longcoat? News to me, and I LIKE David Tennant. This Troper.


* [[DoubleSubversion The aversion was averted]] in ''{{Shrek}}'', when the team found that Fiona's hair was [[UncannyValley too realistic in comparison to everything else]]. So they dropped the quality slightly.
** They did have a problem animating Donkey's hair.
*** He made a pretty good Chia pet, actually.
** Correction: Princess Fiona ''period'' looked too realistic. Animators complained that it felt like they were animating a corpse.



* Probably the reason why all the [[Film/{{Avatar}} Na'Vi]] wear their hair slicked back and in a tight braid.
** Um, the braid's a sheathe for a nerve bundle, remember?
*** Sure, that's the reason the movie gave as an excuse to keep it like that.
*** However, Neytiri's modesty necklace did seem... problematic. Does she superglue it on or something?
**** Ah, to put it delicately... It absolutely did NOT stay in place.

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* Probably the reason why all the [[Film/{{Avatar}} Na'Vi]] wear their hair slicked back and in a tight braid.
** Um, the braid's a sheathe for a nerve bundle, remember?
*** Sure, that's the reason the movie gave as an excuse to keep it like that.
*** However, Neytiri's modesty necklace did seem... problematic. Does she superglue it on or something?
**** Ah, to put it delicately... It absolutely did NOT stay in place.



** This necessitated the notable (and tragic) absence of his trademark long tan coat. A BadassLongcoat just isn't the same without his longcoat.



*** This troper always thought it was a (failed) attempt at emulating the style of the 2D Clone Wars animated series.
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<<|AnimatedTrope|>>

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*** This troper always thought it was a (failed) attempt at emulating the style of the 2D Clone Wars animated series.
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An animate inanimate object with no human or animal features apart from vague arms and legs can not be Uncanny Valley.


**** Yes, and occasionally falls into the UncannyValley because of it. The escape sequence in particular is jarring, because it looks so obviously 3D compared to the traditional 2D "eh, close enough" animation of the rest of the movie.
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Added Mario mustache line.

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** The mustaches were also a result of not wanting to animate a face.

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** And now several of the unlockable items in ''TeamFortress2'' also have jigglebones -- which essentially allow them to simulate the inertia produced by the movements of whichever character is carrying or wearing them.



**This is because most of the many years it took to make the game were spent making the graphics engine deliver as realistic graphics as possible, at all times, without slowing down.No joke.

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**This is because most of the many years it took to make the game were spent making the graphics engine deliver as realistic graphics as possible, at all times, without slowing down. No joke.

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**This is because most of the many years it took to make the game were spent making the graphics engine deliver as realistic graphics as possible at all times without slowing down.No joke.


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**This is because most of the many years it took to make the game were spent making the graphics engine deliver as realistic graphics as possible, at all times, without slowing down.No joke.
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**This is because most of the many years it took to make the game were spent making the graphics engine deliver as realistic graphics as possible at all times without slowing down.No joke.

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* In ''RockBand'', there are no guitar straps in the animations because of this. The guitars still act like the straps are there, just invisible.
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** Observe the difference in how dogs are modelled in ''Toy Story'' (static, plastic-looking) compared to ''Toy Story 2'' (appropriately fuzzy).
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***But that bit of toilet paper stuck to a foot took the longest time to get right.
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*** This troper always thought it was a (failed) attempt at emulating the style of the 2D Clone Wars animated series.
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** Correction: Princess Fiona ''period'' looked too realistic. Animators complained that it felt like they were animating a corpse.

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