As Sam Rivera explained to me, FIFA twenty twoWhere will the new animation technology be reflected? no Earlier this year, a video was recorded during a groundbreaking motion capture-22 players were all playing a football game from start to finish.
“We started working on an algorithm about three years ago,” Rivera explained. FIFA 22Lead game producer at EA Vancouver. “What the algorithm is doing is learning from all the data captured by the motion capture-how do the players approach the ball, how many steps did they take to reach the ball, is it three long steps or one small step? The right shot is correct with the appropriate rhythm What’s the angle?”
Then Rivera said, “It created that solution, it created animation in real time. That is very, very cutting-edge technology. This is basically the beginning of machine learning taking over animation.”
In the ten years of reporting on sports video games, I found that they release new animations almost every year, and the number is usually record-breaking, more than ever before. This is a marketing cliché. Recording a bunch of fashionable acrobatics does not necessarily mean that ordinary players will see any of them. About ten years ago, NBA Live designer told me They screen the abandoned remains NBA Elite 11 And discovered a large number of amazing blocks and dunks that the game engine simply can’t provide. Lesson: It’s good to record these things and provide it where the rubber meets the road.
exist FIFA 22In this case, their motion capture team may have captured the true pain of the goalkeeper who was defeated by the decided score. 4-2 match between two real opponents of Primera División RFEF from Spain (The third echelon in the country). However, whether it was CD Gerena’s desperate game that led to Atlético Sanluqueño’s devastating counterattack, it shouldn’t be the reason why the home players felt that they were watching a more realistic football show, or found it to be smoother and more responsive when they were playing.
He said that HyperMotion, as it says—yes, marketers will also promote these animations—allows Rivera and his development colleagues to have the best of both worlds when it comes to player motion and interaction. “In the past, we used to prioritize short animations, so games are responsive,” he explained. “If you are in a long animation, the game looks good, right? But if things change [in the middle of the animation], There is a defender coming, you are trapped, you may be tackled, it doesn’t feel good.
“By using HyperMotion, we can put in longer animations, longer ball control animations,” Rivera said, “but this technology allows us to transition to different types of animations in the middle of the animation, if the situation changes.”
More specifically, HyperMotion will appear in the defensive formation to maintain its shape and move more consistently. This may be the first and most obvious evidence of all 22 recorded sessions that players will see in the new game. In previous versions of FIFA, artificial intelligence would usually guide players in pairs or threes, depending on who is closest or if someone manually calls for support.
player of FIFA 22 It should be found that defense is more difficult to dismantle or challenge one-on-one. In response, players without the ball on the offensive end will move more naturally to support running, which may alleviate the frustration common in higher difficulty or online multiplayer games.
“Now we have seen something about FIFA 22 And closed beta, people will definitely call for a lot of features to make the game different-it feels different,” Rivera said. “We are recording something with our professionals [esports] Players, they are trying to play a game similar to FIFA 21. And they don’t necessarily score a lot of goals. Even if it is a game of opportunity, you need to think a little differently. Everything that animation changes, what we change in the game, is a very different experience in terms of positioning.Then [experience] Yes,’It feels very fresh. ‘”
As Rivera said, this was “the beginning of machine learning taking over animation.” The FIFA team at EA Vancouver realized that their work could be applied to other EA Sports products, if not other electronic arts games.However, in the first year of implementing HyperMotion, Rivera stated that his team is fully focused on achieving this goal internally FIFA 22, Instead of using it as some proof of concept.
Most of Rivera’s work is implemented HyperMotion is not in the algorithm (completed by the advanced work department of EA Vancouver) or motion capture. Rivera and his team are working hard to build pipelines and processes to receive, interpret, and use their machine learning and whatever they spit out. He said these processes are specific to their games. If Madden NFL designers try the same thing in their sport, they must develop their own.Rivera’s first client was FIFA 22 The player, in any case, is not another developer of his company.
“At a high level, what we hear most is that people want more differentiation between players on the virtual court.” He said that every year there will be some sophistry, questions and loopholes, but “we know that what people want is a jump in differentiation and realism to ensure that the game looks better. So we know that we need to make improvements in animation and technology. Big investment.”
This took three years and was capped at 90 minutes on a venue in Spain. “You multiply it by 22 times. That’s what allowed us to bring the game into the game. What, 4,000 animations are there. FIFA 22? “
Ah, it’s coming! Animation count. But Rivera is rightly proud of it, everything is the same. “This is record breaking for us,” he said.
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