>>38965537>x10 distinct animationswhat are all the animations again? physical attack, special attack, occasionally signature attack, idle, occasional fidgeting, amie idle, amie happy, amie dislike, amie eat, anything else
>It's pretty clear you have no clue how long this shit takesI've worked with 3d animation software and some game engines, I may be no expert but I do know the rough workings of this.
An attack like, say, mightyana's physical animation has what looks like 20 or so bones and lasts 3-6 seconds off the top of my head, it's also just a straight up animation (as in comparing the world models needing to walk and be dynamic to the viewmodels just playing the same reload over and over in an FPS) with no bells or whistles. That's like an hour of work; make rough poses at key points to "sketch" the animation, key in the actual movements, tweak them to look good, add little details once the basework is done.
That's extremely simple work, this may be daunting amount of work when you look at it on its own, but it's more than doable for an actual development team.
And yes, you can just hire people, GF seems understaffed as it is and the absolute lack of effort is gonna cost them way more than hiring a dozen animation interns from salaryman land, or just using contract workers.
All this is assuming they completely overhaul EVERY animation and don't just port/tweak them over time, which they've been doing