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GTA 6 has patented a new locomotion system to make "highly dynamic and realistic animations"

Thick Thighs Save Lives

NeoGAF's Physical Games Advocate Extraordinaire
gta5-trev.jpg


Take-Two has patented new locomotive technology in order to ensure Grand Theft Auto 6 has "highly dynamic and realistic animations".

That's according to u/Tobbelobben30, who and noted that the name Tobias Kleanthous was "mentioned in the [GTA 6] leaks". After a little sleuthing, Tobbelobben discovered that Kleanthous worked at Rockstar between 2014 and late 2021, during which he specialised in AI/gameplay and animation.
Interestingly, Kleanthous is also the lead inventor and author of a patent called System and Method for Virtual Character Locomotion, which they describe on their LinkedIn profile as "regarding animated locomotion control based on some of the core technology" they "architected and implemented at Rockstar Games".
"Based on this patent, it seems like they're using a clever system," Tobbelobben30 says, after seemingly reading the patent before it was taken offline. "They've built a library of small building blocks for character movements. These blocks can be combined in various ways to create a wide range of animations.

"For instance, think about a character in the game walking in the rain, feeling tired, or getting injured.

"Instead of designing separate animations for each of these situations, they use these building blocks to put together the character's movements naturally."

Tobbelobben30 believes this means "GTA 6 can have more diverse and lifelike animations" so that you'll see characters moving in ways that "match the weather, their energy level, and their injuries", making the game feel "more immersive".

"It's like having characters that can adapt to different situations, making the game world feel more real and thrilling," they said.
 
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Puscifer

Member
Yeah but will it actually make the game fun or as ridiculously jank as GTA 4 where tapping a trash can made you go into a 10 second animation lock?
 

Puscifer

Member
I’m all for smooth/good animations. I just hope they aren’t slow and sluggish just to make things feel “realistic”.
Sadly I think it's true based on red dead redemption 2. That shit isn't fun to play behind a controller or keyboard and mouse and I have no idea what people feel like they can get out of it.
 
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Killjoy-NL

Gold Member
I’m all for smooth/good animations.
This. Animations are important to the point they can completely turn me off a game if they're mediocre, no matter how 'good' the game might be. Case in point: Witcher 3.

But I'd rather they improve on the open-world formula and allow me to enter practically any random building and interact with as much as possible objects.
 
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Kikorin

Member
That's potentially cool and I'd love satisfying animations, I just hope it doesn't turn into a slug like Red Dead Redemption 2, that trade the arguably still best animations/graphics ever made for a tiring experience.
 

Hudo

Member
Does that mean the gunplay is not shit anymore? Especially when they made a game with excellent gunplay before (Max Payne 3)?
 

Caio

Member
All waste of time and money.

It's time Rockstar puts the money where it actually matters the most ... jiggly boobs physics.
It looks like they have borrowed Dead or Alive Xtreme 2's boobs locomotion-system to make highly dynamic and realistic sex scenes in the Night Clubs.
Kidding aside, I can easily smell a masterpiece as a technical achivement. Hopefully the Game will be great as well, and a more deep and thrilling story.
 

nemiroff

Gold Member
Yeah but will it actually make the game fun or as ridiculously jank
Neither. As far as I can see after quickly skimming the patent this method and system patent is focusing on reducing system bloat and processing loads. It does (of course) not override artistic choice.
 
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zeioIIDX

Member
Sadly I think it's true based on red dead redemption 2. That shit isn't fun to play behind a controller or keyboard and mouse and I have no idea what people feel like they can get out of it.
Thank you. Felt the same way when I played the first couple chapters a while back. I've played games for a good 34 years and it's the first game I've ever had to drop due to the controls being, in my opinion, utter shit.

You only jump 4 inches off the ground, what's the fucking point of including a jump feature when all it does is make you stumble and fall against shit?

Far too many button combinations and different control schemes based on whether you're on foot, horseback, near a horse's saddle, holding a weapon, etc. It just got way too clunky, slow, and convoluted for me.

It ultimately didn't feel fun to play. I don't want a realistic game where I have to stop and tie my goddamn shoelaces and brush my teeth after eating, fuck all that micro detail shit.

I can play RDR 1 all day long, it's an incredible game and so much fun. RDR 2 can sit on my shelf and rot, my loss (I guess).
 

mitch1971

Member
But, will you have checkpoints in the long arse missions so I don't have to go right back to the beginning and listen to a ten minute conversation in the car when I fail killing the last enemy? ...No...probably not.
 
I understand the criticism of RDR2’s controls, slower style of immersive, realistic gameplay, and complex control schemes but I’m glad they went in that direction as I believe it’s rare for a triple A studio of that caliber to focus on those attributes. They must have understood the risk they were taking during development and decided to go through with it anyway.

Games shouldn’t be made to cater to everyone.
 

Danjin44

The nicest person on this forum

Here’s a common situation: You’re patting yourself on the back for making an animation that looks super-cool and flows really nicely. Then, you put your perfect animation into the game engine and try controlling it, and it dawns on you that it’s too slow, too clunky. With tears in your eyes, you go back and cut away huge parts of your magnificent creation until it finally feels good.

As an animator first and foremost, there’s a lot you can’t help but want to leave in. But you’re not making a movie here – you’re making a game, and it has to be tight and responsive. The truest sign of a skilled game animator is their ability to make something great with the number of frames they’re given.

R* seem to can’t understand this simple fact when making games, instead their game feel absolutely fucking terrible to play.
 
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Woggleman

Member
People here have their tastes which I respect but given the fact that Rockstar games sell so much and so many people love them why should they not makes game for those people. There are plenty of games that play differently.
 
Please don't make it so that you have to tap x to sprint! That's like tradition to rockstar for some reason. Give an option to toggle atleast.
 
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Robb

Gold Member
People here have their tastes which I respect but given the fact that Rockstar games sell so much and so many people love them why should they not makes game for those people. There are plenty of games that play differently.
They still sold well when they didn’t have poor controls though.
 

Spukc

always chasing the next thrill
watch back god of war 3 tell me how it looks in 2023
also will gta6 look better then tlou2 animations? i don't think so
 

Geomancer86

Member
What is up with videogame companies patenting stuff that is plainly easy to reverse engineer and implement if you have the right people working? Not only they have to crush other companies around with seemingly infinite budgets, but they also deny them to actually code whatever you want to code?

Software was one of those places where anyone could do anything you imagine, as long as you don't literally copy the code... now it's going to place like the crappy music industry where if you want to use a couple of notes from a song you need to ask for permission and pay for it.

I hope the patent is turned down, clowns.
 

Myths

Member
isn’t this already existent in GTA 5? A bunch of animations split between certain portions of the body, and from there it seems like simple conditionals based on environment or other agents. If you’ve ever used a trainer, you can observe this directly.
 
This. Animations are important to the point they can completely turn me off a game if they're mediocre, no matter how 'good' the game might be. Case in point: Witcher 3.

But I'd rather they improve on the open-world formula and allow me to enter practically any random building and interact with as much as possible objects.
Please don't make it so that you have to tap x to sprint! That's like tradition to rockstar for some reason. Give an option to toggle atleast.
R* seem to can’t understand this simple fact when making games, instead their game feel absolutely fucking terrible to play.
Sounds like they're already trying to justify why the controls will be even more clunky than RDR2.
Thank you. Felt the same way when I played the first couple chapters a while back. I've played games for a good 34 years and it's the first game I've ever had to drop due to the controls being, in my opinion, utter shit.

Coming from someone who's played other Euphoria-based games back when other devs utilized the tech, I can confirm that this is a Rockstar-only issue and other devs were able to make very responsive games with Euphoria.
 
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