01-17-2022, 07:22 AM
Thank you! Honestly, any info you have would be helpful!
When I was looking at the models ripped from Duel Destinies, I noticed that they've a bunch of alternate parts for upper and lower faces and hands.
I was wondering: are the models you've investigated from Ace Attorney Chronicles are broken up in the same way?
Trying to guess why the model is setup this way, my friend and I ended up with two theories:
1) This is how Ace Attorney 2D games were built (parts swapped in on sprites based on the script markup), therefore it was a natural technical progression to do the same in 3D. Seems a little odd to me, as these games were built on MT Framework Mobile, but it's possible the deformation features hadn't been implemented at that point?
2) Limitations on 3DS (tri/polygon count, lack of blendshapes or limitations on model bones) made it more efficient to swap in different models rather than have a model with the tri/polygon density needed to support all the deformations required - easier to have bespoke models with smaller polycounts.
Any thoughts on this would be much appreciated!
Best regards,
--Rev
When I was looking at the models ripped from Duel Destinies, I noticed that they've a bunch of alternate parts for upper and lower faces and hands.
I was wondering: are the models you've investigated from Ace Attorney Chronicles are broken up in the same way?
Trying to guess why the model is setup this way, my friend and I ended up with two theories:
1) This is how Ace Attorney 2D games were built (parts swapped in on sprites based on the script markup), therefore it was a natural technical progression to do the same in 3D. Seems a little odd to me, as these games were built on MT Framework Mobile, but it's possible the deformation features hadn't been implemented at that point?
2) Limitations on 3DS (tri/polygon count, lack of blendshapes or limitations on model bones) made it more efficient to swap in different models rather than have a model with the tri/polygon density needed to support all the deformations required - easier to have bespoke models with smaller polycounts.
Any thoughts on this would be much appreciated!
Best regards,
--Rev