Okay this is being taken out of context and mixing two completely different framerate. As an animator Guy (and his team) add points to the animation curve, that could add them at whatever rate gives them enough quality. At the maya level, they make sure its looks good if played back at 60fps, these curves are converted for use in the ingame engine. This then samples them as required, we render at 30fps, so the animations is sampled 30 times per second. However because time is flexible a second in maya time can take alot longer, which is where the extra data they added helps...
We don't use collisions directly in the combat system, but we have still have collisions. Instead of using the collision system to tell us when the sword actually hits the opponent we use closely timed animations... The advantage is there is no 'randomity' to our combat, Sai (the combat designer) controls exactly when and how successful a strike is...
But thats just for detemining damage/hits... we use a collision and physics (Havok 4 in fact) ALOT. So if u throw a sword at somebody its just what u would expect... the only oddity is that we don't use that in the combat engine...
We don't use collisions directly in the combat system, but we have still have collisions. Instead of using the collision system to tell us when the sword actually hits the opponent we use closely timed animations... The advantage is there is no 'randomity' to our combat, Sai (the combat designer) controls exactly when and how successful a strike is...
But thats just for detemining damage/hits... we use a collision and physics (Havok 4 in fact) ALOT. So if u throw a sword at somebody its just what u would expect... the only oddity is that we don't use that in the combat engine...
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