Warhammer 40,000: Inquisitor – Martyr has been out since June 2018 and so far has received mixed reviews on Steam with over 4,000 people posting their opinions. It’s a tricky business making a game based in the 40k Universe, there is so much lore and content to try and cram in that no studio is going to be able to realise everyone’s idea of what the Universe should be like. Given that most of what we think the 40k Universe should be is formed in our heads gives any would be game maker an epic challenge before they’ve even begun.
I for one think Warhammer 40,000: Inquisitor – Martyr looks absolutely stunning as you can see from the trailer below and whilst there might be things people don’t like, NeocoreGames have done an awesome job in their action-RPG and continue to release updates.
We’ve been given some details in which Lead Technical Animator, Norbert Nagy, discusses motion capture and character creation – most of which was performed in house. Developers had a chance to play around with commando crawling, stealthy poses, crouching and jumps.
You can read the statement in full below:
“I first got involved with technical support at NeocoreGames, which involved rigging and animation workflow, developing tools to speed up development processes for Warhammer 40,000: Inquisitor – Martyr and create better quality content.”
“We processed motion capture data with Xsens’ MVN Animate system, applying it to the CGI characters that appear in cinematics. We used the system in-house, meaning my colleagues got suited up and followed cinematic direction to perform the character moves. This included commando crawling, stealthy poses, crouching, jumps, arched full body movement and much more.”
“Data was then re-targeted in Motion Builder, and with other scripts, these motions were applied to character rigs in Maya. Animators did a bit of correcting for the final movement, resulting in Warhammer 40,000: Inquisitor – Martyr cutscenes.”
“The MVN suit is not tied to a fixed stage and camera setup, like with traditional motion capture studios. It’s portable. We saw relatively low interference errors in an environment heavily polluted by electric noise – overcoming one of the most long-standing challenges in the motion capture industry. This proved especially useful in development for Warhammer 40,000: Inquisitor – Martyr, and we saved an average 2 working hours on animation.”