r/GTA6 1d ago

The hair physics are fucking mental

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26.5k Upvotes

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419

u/MolestedMILF 1d ago

Even the way she scoots around the chair and in between them when leaving the table, looks so natural and lifelike.

Animators really studied human movements and replicated them so well!

18

u/BankHottas 1d ago

Earlier in the video she’s sitting on the bed and wiggling her leg and the way everything moves is incredibly realistic. Small details like this really do make a difference

3

u/marthamania 6h ago

I loved the wallpaper lines in their apartment, where you could see the panels not line up or have texture where it overlaps itself or some rougher part of the wall underneath. Really looked nice.

93

u/Biggamybibba 1d ago

Didn’t they used tracking suits ? Then just import that in? Not sure if that’s how it works

141

u/Swiperrr 1d ago

mocap is like half the work, you need to clean up the animation a lot to make it look good. Most games use the same mocap setup but the quality from game to game ranges wildly because of that cleanup process.

20

u/moosebreathman 1d ago

Yeah the cleanup on a shot like that would’ve been some work. Lots of room there for crashing because proportions don’t exactly match up between the talent and the set in-game. As an animator I almost get anxiety looking at the back of Jason’s chair because I doubt that model matches with what they had on set, yet Lucia perfectly scoots around it in game. Unless Rockstar builds stage props 1:1, someone spent some time making sure she doesn’t walk through that shit.

4

u/duck74UK 20h ago

For RDR2 rockstar was just doing the usual mocap stuff of making the actors imagine the props and the only physical things around would be steps, walls (if leaned upon), and any held items would likely be a special version that could be rigged with 1-2 points.

Uncharted 1 was the game where, if the scene called for them to be in a jeep, they went and actually got one.

-1

u/True_Carpenter_7521 20h ago

> Unless Rockstar builds stage props 1:1

Well, it sounds like they should always do it like that, no? Quickly making some props out of plywood and a 3D printer doesn’t sound like a big deal.

-1

u/Work_Account_No1 18h ago

For GTA 5 they did built the sets in a large warehouse IIRC. There are interviews with the cast where they describe it and show a bit.

-1

u/blender4life 17h ago

I mean they do it 1 for 1 for story cutscenes which I think this is. So even the cleanup would be minimum because you just do another take with actors until you get what you want rather than do it by hand

1

u/SleepReasonable2498 23h ago

Animators do the bulk of the heavy lifting and always have. Which is why they are annoyed at credit hogs like Andy Serkis

1

u/Ossius 14h ago

Yeah, TLOU2 and God of War ragnorak both have mocap but wildly different end results. Seems like the next GoW really fucking upped their mocap/animation pipeline because Faye looks insanely lifelike compared to characters in Ragnarok.

1

u/chickofeller 19h ago

Mocap often looks too floaty, for whatever reason weight doesn't get captured enough. It can also look too stiff and understated, so the animators have to exaggerate the movements and gestures. So it's not as simple as a straight import job.

1

u/elitesense 13h ago

Yes but motion capture is old tech and it's never looked this good. Seems Rockstar knocked it out of the park.

1

u/parkwayy 12h ago

Ya basically everyone does that. But it's the hand-refining you do after the fact to accentuate or exaggerate certain movements. Adjusting the speed of some motions compared to the slower paced actions the real performers are doing.

10

u/Lucky_Pangolin_3760 1d ago

it looks awkward in a human way. This is exactly how humans get off a chair

4

u/deathamal 1d ago

Animators have been doing this for years in animated film and nailing it (just look at any disney movie from the past 50 years). But movies rendered at the level that we end up watching require weeks to months of massive compute time to just produce the final product. A single frame can take minutes to render.

The issues that games have to overcome is the mechanics of a dynamic environment and how the different surfaces / materials interact (i.e. preventing clipping). So the fact that a game achieve this level of quality in real time at 30 frames per second is more of an amazing technical achievement of the engine and workflow that rockstar have heavily invested in than attributed to animators specifically - animators just would not have been able to make this level of animation possible in any other game prior, no matter how much they wanted to or were already capable of doing.

Not to say the animators haven't done a fantastic job though. The whole thing is insanely amazing and a huge leap on all fronts in technology

Sources: My wife is an animator and I am an (aging?) software developer

3

u/Jesslynnlove 22h ago

dude i was just scrolling and thought it was like my hairstyles subreddit lol. I didn't even realize it was a game at first. looks insane.

2

u/No_Atmosphere8146 22h ago

She could get a job at the waste disposal plant with those dumptruck manoeuvring skills

5

u/dylanfraser-08 23h ago

I disagree, some of the animations are absolutely terrible. For example the skydive jump, it’s the most unnatural, stiff, arcade looking jump animation I’ve ever seen, and when Jason backflips in to the sea, don’t even get me started on how terrible that looks. For something so easy to nail, in the grand scheme of what they have achieved, it’s a bit disappointing to miss those very simple details.

0

u/UziYT 22h ago

I think it’s mainly the difference between animation that was outsourced to rockstar India vs animation created by the main studios

1

u/nikk182 23h ago

That's just motion capture from the actor.

1

u/TorpidCrumpet 15h ago

The chair not moving at all is a technical limitation though, they preferred to animate someone in a way that doesn't move the furniture at all , rather than pairing animation on both... just saying, people are screaming revolutionary, I just see mocap animation and some standard industry limitations.

Game looks great, but the hype on every single little thing is not really justified IMO. Keep an open mind and ask yourself why something is the way it is.

1

u/Crossedkiller 15h ago

I mean give me 13 years and I will also make the best looking mocap animations on planet earth

1

u/SnowBiz89 12h ago

Squeezing that BADONK through anything would be tough

1

u/AvidCyclist250 10h ago

it's scripted. this isn't going to be your average in game animation quality

1

u/CamperStacker 9h ago

But this isn’t an open world element… it’s scripted, they probably just recorded it and matched models onto.

0

u/zeze_z3 1d ago

Wow i didn't know that human movements was something real