Transformers: Fall of Cybertron "Animating The Transformers"
Wednesday, October 19th, 2011 3:39pm CDT
Category: Game NewsPosted by: El Duque Views: 51,710
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The team at High Moon is laser-focused on creating an authentic vision of the Transformer characters -- one that is true to the roots of the character concepts, while still moving the fiction and visual treatment forward in exciting new directions. That philosophy is on display in a big way through the animation work that is going into Fall of Cybertron. Each character's unique transformations is built to represent the nature of the character. Optimus Prime pounds the ground with the force of a gorilla. Jazz flips and twists like a break dancer. Grimlock morphs into a destructive monster like an uncontrollable hulk bursting forth from a smaller form.
Credit(s): gameinformer
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Posted by Nemesor on October 19th, 2011 @ 4:35pm CDT
Posted by KingEmperor on October 19th, 2011 @ 4:55pm CDT
Nemesor wrote:The cheats in Grimlock's transformation sequences are kinda obvious, and it worries me, cause this might mean they don't give him a toy. Or even worse, they give him one but it sucks.
I hear ya, man. And I kinda wish they'd make Grimmy bigger and taller in robot mode, since they're the bruisers. But the transformation does look cool, though.
Posted by Shadowman on October 19th, 2011 @ 5:09pm CDT
Nemesor wrote:The cheats in Grimlock's transformation sequences are kinda obvious, and it worries me, cause this might mean they don't give him a toy. Or even worse, they give him one but it sucks.
All the transforming animations in the first game were clearly impossible, that didn't stop toys being made. Actually it's the same with a ton of different series, even G1.
Posted by MINDVVIPE on October 19th, 2011 @ 6:21pm CDT
Posted by TulioDude on October 19th, 2011 @ 6:48pm CDT
The team at High Moon is laser-focused on creating an authentic vision of the Transformer characters -- one that is true to the roots of the character concepts, while still moving the fiction and visual treatment forward in exciting new directions. That philosophy is on display in a big way through the animation work that is going into Fall of Cybertron. Each character's unique transformations is built to represent the nature of the character. Optimus Prime pounds the ground with the force of a gorilla. Jazz flips and twists like a break dancer. Grimlock morphs into a destructive monster like an uncontrollable hulk bursting forth from a smaller form.
I dont like they markething,they talk their version is better than everyone's
Posted by Shadowman on October 19th, 2011 @ 6:55pm CDT
Posted by TulioDude on October 19th, 2011 @ 7:21pm CDT
Shadowman wrote:Jazz is completely unchanged from WfC. I'm not sure why they'd re-do the whole thing by hand, rather than just importing the model and animation.
Maybe the engine is different.
Posted by Shadowman on October 19th, 2011 @ 7:38pm CDT
TulioDude wrote:Shadowman wrote:Jazz is completely unchanged from WfC. I'm not sure why they'd re-do the whole thing by hand, rather than just importing the model and animation.
Maybe the engine is different.
It probably is but you can still import it. If a bunch of amateurs can import a bunch of models from one game into Garry's Mod in their free time (Which they do, that's like 90% of Gmod) then High Moon should be able to import a model and animation from one of their own games into another one of their own games as part of their job.
Posted by MINDVVIPE on October 19th, 2011 @ 8:06pm CDT
Shadowman wrote:TulioDude wrote:Shadowman wrote:Jazz is completely unchanged from WfC. I'm not sure why they'd re-do the whole thing by hand, rather than just importing the model and animation.
Maybe the engine is different.
It probably is but you can still import it. If a bunch of amateurs can import a bunch of models from one game into Garry's Mod in their free time (Which they do, that's like 90% of Gmod) then High Moon should be able to import a model and animation from one of their own games into another one of their own games as part of their job.
They might have used the old meshes as a foundation, but they basically made higher poly models, with higher resolution textures and shaders. Add new animations (if they are, I dont know since I got ripped off on Jazz on the PC version!

Posted by Autobot-Hellstriker on October 19th, 2011 @ 10:01pm CDT
WAY TOO LOW ammount of starting ammo and maximum ammo.
Unintelligent AI partners, i played WFC a lot on PS3 and all AI partners weren't doing their fair shair of the killing.
Instead making me do 96 percent of all the work and they sometimes stay stuck and fall way behind when you're moving then when a cutscene or animation loads they've literally had to teleport themselves nexr to you.
Posted by NatsumeRyu on October 19th, 2011 @ 11:10pm CDT
Autobot-Hellstriker wrote:I hope they fix the following issues in the campaign mode from last game.
WAY TOO LOW ammount of starting ammo and maximum ammo.
Unintelligent AI partners, i played WFC a lot on PS3 and all AI partners weren't doing their fair shair of the killing.
Instead making me do 96 percent of all the work and they sometimes stay stuck and fall way behind when you're moving then when a cutscene or animation loads they've literally had to teleport themselves nexr to you.
Be thankful their death doesn't mean you have to restart from the last checkpoint! XD
I played Hard mode by myself for the first time because I knew I could count on the AI to be cannon fodder (especially for bosses, at times). I didn't have to worry about friends making mistakes and making us start over. o-o
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As for the debate on multiplayer customization and HMS lies, if I may:
1. Anything any game developer says before the game hits gold and is released is basically no guarantee you're going to get it. EVER. (anything, lit. anything can cause something to go horribly wrong and need to be removed or never get made in the first place) This is especially true in smaller, younger companies. And I'm going to include HMS in those ranks based on their performance and my observations of them.
2. YES. The multiplayer chassis were made that way for a reason. The tron bits are for telling faction; also: silhouette, color codes etc. Anyone who plays the game long enough can argue these features are unecessary. But for a starting player, these are the only clues they have to getting things right, and even then, I STILL get people with a disguised scientist, and myself get fooled for a second or two when caught off guard. The basis for HMS incorporating these details are NOTHING SHORT of textbook gaming rules that have been proven time and again, and HMS surely won't be deviating terribly far when they're trying to expand their base as they suggest with FoC, and was also undoubtedly one goal of WfC. But, of all these things, I think that color is indeed one of the things they may be able to stray from, especially since they seem to be incorporating larger faction colored (tron/veins/energon) surfaces in the newer designs. Note: Megatrons chest, Grimlock's chest, Optimus' chest.
So, as HMS grows and ages I think we can expect more deviation, but in the meantime, especially on WfC, I'd say be thankful they stuck to the rules. Things could've been far worse for WfC and then we wouldn't have had a shot at FoC. Baby steps.
As for the video on Jazz: I'm not entirely certain they DID make a new animation. Because, since they obviously aren't doing the animation in UDK, but in Maya (yay, add another dev to the "uses Maya" list!), it's fairly easy to transfer the animation, even to new meshes with similar, and especially, the same, skeletons. They never even mentioned doing a new one for him, did they? He only went over the process for him.
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Now, my newest post:
As for the new video on animation, I totally ate that up. It's always encouraging watching devdocs or interviews from developers and they're doing the same stuff you're doing in class.



Posted by cannonfodder4000 on October 20th, 2011 @ 4:17am CDT

Posted by El Duque on October 20th, 2011 @ 12:30pm CDT
Promised video interview with Matt Tieger - Game Director - Transformers: Fall of Cybertron, responding to your questions. Tieg was not feeling great so we only got to 3 questions.
Posted by Kibble on October 20th, 2011 @ 4:36pm CDT
Posted by toyguruman on October 20th, 2011 @ 8:02pm CDT
Posted by El Duque on October 20th, 2011 @ 10:54pm CDT
High Moon has improved the responsiveness of all of its enemies for Fall of Cybertron, but that’s only one of the key changes to the AI. In order to communicate how its enemies react to the world, High Moon has implemented some overt animation and sound effects that help distinguish each character. Whenever possible, enemies in Transformers: Fall of Cybertron undergo physical transformation changes that will cue players into enemy behavior and weaknesses.

If a player hides from the Guardian’s battle mode, the Guardian will shift into investigate mode and begin scanning the environment for signs of their prey

Leapers don’t go into a full transformation, but they do shift into a wedge shape as they jump into the air. This air attack is one of the Leapers’ more powerful moves. Players will have to dodge this move and attack from behind in order to defeat these monstrosities

Crawlers will not attack while in flight, so their unique transformation sound signals players that it is time to crawl out of cover and find a better firing position. This is a good example of how High Moon’s visual and auditory cues aid players in combat

Enemy AI often influences a character’s design. For example, the Guardian’s battle mode is big and bulky, which represents how tough a challenge the Guardian will be in combat
Posted by Sabrblade on October 20th, 2011 @ 11:03pm CDT
If not him, then at least throw in some Shifters as CPU enemies.
Posted by Blurrz on October 21st, 2011 @ 12:13am CDT
Posted by MINDVVIPE on October 21st, 2011 @ 12:33am CDT
Blurrz wrote:What are the Geth doing here...?
As well as the security camera robots from futurama