Give us capes already
I’d rather get wings. But that’d be ridiculous.
It’s an animation issue, a HUGE one. If you want a cape that sits flat on your back like a board and either disappears or clips everytime you move, sure, that can be done. If you want one that doesn’t look ugly as sin… and actually moves with your character like most of the games other armor pieces, that’s a problem.
The movements for a cape for dodgerolling alone would be an astronomical undertaking for any team of animators, and it would look ridiculous even if done correctly. Not to mention all the other animations in the game that are even more complicated.
(edited by Conncept.7638)
I blame the Charr
I blame the Charr
Yeah, that tail clips through everything anyway.
It’s an animation issue, a HUGE one. If you want a cape that sits flat on your back like a board and either disappears or clips everytime you move, sure, that can be done. If you want one that doesn’t look ugly as sin… and actually moves with your character like most of the games other armor pieces, that’s a problem.
The movements for a cape for dodgerolling alone would be an astronomical undertaking for any team of animators, and it would look ridiculous even if done correctly. Not to mention all the other animations in the game that are even more complicated.
Cloth simulations.
- They made capes for GW1. It is not so complicated that it shouldn’t have been implemented since launch, I’d say.
capes just get you killed anyway
It’s an animation issue, a HUGE one. If you want a cape that sits flat on your back like a board and either disappears or clips everytime you move, sure, that can be done. If you want one that doesn’t look ugly as sin… and actually moves with your character like most of the games other armor pieces, that’s a problem.
The movements for a cape for dodgerolling alone would be an astronomical undertaking for any team of animators, and it would look ridiculous even if done correctly. Not to mention all the other animations in the game that are even more complicated.
Cloth simulations.
- They made capes for GW1. It is not so complicated that it shouldn’t have been implemented since launch, I’d say.
I’m not saying it isn’t possible, it very much is. But unless people are willing to pay fifty bucks for a cape there’s no way it will be worth the development time, especially in a graphics engine that makes GW1 look like an Atari game. Unless of course, they cheapen the animations in comparison with the rest of the game’s armor, personally I don’t even consider that an option and I bet the developers don’t either.
(edited by Conncept.7638)
capes just get you killed anyway
Win.
It’s a matter of personal preference, obviously, but I don’t mind the lack of capes. So many other games have capes, that it doesn’t really feel that special. The ascended back pieces, however, do feel special, because they are unique designs that I find visually appealing. Also I’m a bit of a clotheshorse, and capes tend to just obscure my outfits since you’re looking at your character’s back most of the time. When they introduced transmogging in WoW, I started turning off the cape texture so that I could see my outfits better.
If we get quaggen backpacks, capes should definitely be in the game.
I actually like the idea of wings too though lol
Capes are pretty much a must for heavy armour and medium armour classes.
My thief would prefer a poncho, like the one Clint Eastwood wore in the westerns. Also a cowboy hat and cigar if you please. And then theme music as a finisher …
ANet uses Autodesk Maya for their models and effects. I don’t see why they can’t simply make a rectangle and add Maya nCloth effects to it. This would make the capes move with the character’s movements (they added nDynamics to the quaggan backpacks, FYI. Same thing), so it isn’t an animation issue at all. The issue I see is making every armor piece and weapon have a collision variable that influenced where the cape would rest. That’s where the issue lies, I believe. Clipping wouldn’t be a problem if adding collision variables to every skin didn’t pose a real threat to FPS.
(edited by Viking Jorun.5413)
I totally agree, there should be capes in game…after all, the fact that this feature is added, does not involve that who does not want a cape must have it. So, no need to complain for that.
Besides, I play Guild Wars and I totally love my Guild cape! It’s 1000 times better than Guild armor and weapons we got in GW2 and personally, I wouldn’t mind some little clipping, for having a cape would make me happy enough not to bother with that!
O°v°O
Tier 3 Human has a butt-cape that moves with you…..
Using the magical search feature I found the thread I posted in a while back. Might be useful to search next time.
Izzy gave some obscure lore-based reason as to why there will be no capes.
Might we see them in the future? Maybe, but I wouldn’t bet a dime on it.
and style to turn them into craters and dust.” -Tonn
Number-crunching for ecto salvages – periodically updated
Capes are ugly and get in the way. What if you have a 2-handed legendary and you have no where to put it because you have your majestic tapestry on your back. Stupid curtains… Never liked them…
Agreed, capes are stupid. Thank god they had a hide feature in WoW.
I’m not saying it isn’t possible, it very much is. But unless people are willing to pay fifty bucks for a cape there’s no way it will be worth the development time, especially in a graphics engine that makes GW1 look like an Atari game. Unless of course, they cheapen the animations in comparison with the rest of the game’s armor, personally I don’t even consider that an option and I bet the developers don’t either.
What the hell are you talking about? The capes of GW1 were extremely light on the processor, and didn’t require any animation at all. It was all just a simplified cloth simulation, which is already being done plenty in GW2 as it is. Just look around in GW2. Look at the armors, how they move, look at trees, plants and banners. Same thing.
Dodge rolling, jumping, falling, fighting… none of that matters. Just slap a cape on your back with simple physics and that does the rest. No animation required. Much like with the Quagan backpack, that has physics. Simple jigglebones, much like the characters in Left 4 Dead 2. Easy to implement, light on the cpu.
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)
2nd life had a similar problem with capes.
It’s easy to do a multiple flex or even a twist for a 2D object in one dimension but when you try to do two, you need to create concave/convex surfaces.
It takes a lot of processing just to draw it. Almost as many facets to the object as if you were drawing a second figure.
Then you have to figure in the animation and how it would wrap around the multiple positions of the figure.
It isn’t a matter of simple physics. To go that road you’d have to figure the collisions between each facet of the avatar and the garment and add in some windblown fudge factors to make it look realistic.
I’ve done some work on modelling electron wave diffraction through crystals (which is an oddly similar problem as far as degrees of freedom goes) and I guess you could do it if you didn’t mind a frame rate measured in seconds-per-frame.
2nd life had a similar problem with capes.
It’s easy to do a multiple flex or even a twist for a 2D object in one dimension but when you try to do two, you need to create concave/convex surfaces.
It takes a lot of processing just to draw it. Almost as many facets to the object as if you were drawing a second figure.
Then you have to figure in the animation and how it would wrap around the multiple positions of the figure.
That’s all a complete load of nonsense, creating a flapping cape is extremely cheap to do. Collisions can easily be kept to a minimum, and the movement of the cape can be constrained with simple numbers. There really is no need to create a complex collision model for that sort of thing. GW1 didn’t need it, and it looked fine. Capes moved along with every movement, ignoring collisions with other objects, thus making the cpu load extremely low.
To create a flapping cape, all you need is a simple plane with a two sided material (no need for a concave mesh), and jiggle bones. That’s it. Why is everyone with no experience in this field at all, making it out to be some sort of rocket science? Cape physics are so easy to do.
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)
(edited by Mad Queen Malafide.7512)
That’s a simple one dimensional flexi, the sort of motion that flags make – yes, that’s easy. And in this case, it’s programmed into the animation.
Capes, wings and a jet pack for the engineer.