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Sozz Offline OP
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I've been playing a lot of Halflings, and noticed that people you talk to make eye contact when you speak, good, but the camera stays at the level of either the speaker or a standard Human height, making it a little awkward. Not to mention the neck strain it seems to put on people to talk to others shorter then themselves.

I wouldn't mind having the camera put a little lower when I'm playing a Halfling/Dwarf/Gnome and a little work done to avoid having people's chins digging into their collarbone whenever they talk to me would be nice.

Last edited by Sozz; 03/11/21 08:13 PM.
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They're a lot better than they were, and I believe they're improving it bit by bit, but as someone with a vested interest in halflings being done well, I'd encourage you to keep reporting any particularly bad or messy instances.

What I find is that we often get the cut that shows the NPC, and we see the chest to knee section of our character from a back and side angle... if you are wearing nothing at the time, it makes it seem as though this *particular* angle is the only angle they ever actually assessed halflings from for visual confirmation, since this *specific* angle looks pretty good...

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While I haven't yet spoken to Omeluum this patch, whose poor tentacles suffered particularly poorly, I have noticed a lot less polygon intersection in everyone else, I still think it doesn't look particularly natural, I think there needs to be some bending at the waist maybe.

I'm not sure I totally follow your second point

It's more when you're talking to somebody when the camera zooms into their face, for dramatic affect, but they're not looking into the camera, or even the camera's eyeline but down and to the side. If the camera was at your Halfling's eyeline at least I think it would be better.

Last edited by Sozz; 04/11/21 02:26 AM.
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Oh, just me musing...

A lot of the time in conversations, the camera shifts to look at the NPC from a position that is partially behind and to the side of your character (this happens in my games a lot at least... though I've noticed that often the camera angles in fixed cutscenes are actually *different* between Vulkan and DirectX, and I've no idea why...)

When the camera adopts that position with a halfling PC, the camera shows yours from the back and side, catching about their shoulder to knee section, but no head.. however, despite all of the proportional problems that the halfling models have, that particular angle disguises them quite well, and they look more or less normal, from that specific angle and pose... which makes me thing that that was the only angle they were looked at from, when they were tested for a visual pass... It's just an idle thought, more than anything else.

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Just spoke with Omeluum and they've done a good job with the tentacles, and ironically, I think because he's taller than most races, the camera with him in dialogue works better for me.


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