Sorry if this derail the conversation - look I have a very small team as well - yes we are using mocap as well I have made threads about this.
Look you can say a walk cycle is generic and not worried about copying what other games look like. That’s not what I was saying about unique requirements to the game.
No matter how many cookie cutter setups you have your gonna need custom anims, its just the way it is. Not always but more than likely. It has nothing to do with a walk cycle.
Does the character have something in there hands - is it big - can it potentially clip into the player - does this affect his walk cycle - does he interact with the environment.
Even if some cookie cutter gets you 75% of the way there, your gonna need some skills and understanding to complete your project. Thus if you are already going to have to do some customer stuff and you already have spent the time to get to that point, why wouldn’t you do it yourself?
Time… oh well game development takes time I agree anything we can do to cut down on that would be great. Do I think all the tools we have to use to do animation and combine everything is convoluted as ****, hell ya. There could defiantly be a ton easier ways to generate animations using tools starting with some soft of fill in the blanks rendering creation more natural than what is there right now with the frame by frame ****.
But then we are talking about making the tools to make animation better - not necessarily just saying here are your animations and handing someone a set. And again I didn’t say I was against the sets - go for it by all means. I just said I don’t get why until they make better tools otherwise your gonna have to do it yourself anyhow.