In this article, I will give explanations about "HyperMotionV" and "Frames Captured" to see what the EA SPORT FC development team has been working on this year and what goals they are pursuing. The FIFA development team has come to talk about Frames Captured and said that FC 24 used 590 million captured frames in an 11 vs. 11 game, which means that the number of captured forms is 80 X greater than in FIFA 23. In the FIFA 23 game, the amount of captured forms was 9.2 million, and this figure in the FIFA 22 game reached 8.7 million captured forms.
Therefore, the form captured in the three versions of the 9th generation EA Sport football game was as follows:
- The FIFA 22 game has captured 8.7 million forms
- The FIFA 23 game has captured 9.2 million forms
- FC 24 game has been captured by 590 million forms
Now we have to see how many forms were captured in these three versions and in how many matches did the development team manage to get 11 against 11 forms in one game?!
- In the FIFA 22 game, the developer team was able to achieve this amount of captured form in "a 90-minute match" by HyperMotion 1 technology.
- In the FIFA 23 game, the development team was able to achieve this amount of captured form in "two 90-minute matches" using HyperMotion 2 technology.
- In the FC 24 game, the development team was able to achieve this amount of captured form in "180 90-minute matches" by HyperMotion V technology.
The first thing that concerns your mind is how the development team was able to reach this level of captured form in the FC 24 version, and also how they were able to reach this level in 180 matches and why the difference between the captured form and the It is so much compared to the previous two versions, and finally, why has the work speed increased so much compared to the previous two versions?! The answer to this question is the difference in scanning the players in a 90-minute match!
In Hypermotion 1 and 2, the recording was done through the sensors on the players, and this slowed down the work of the captured form of the animations for the development team.
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A return to the past
If you remember, in 2022, I gave an explanation about Deep Learning technology and talked about recording and capturing players' movements from a soccer game camera, and I said that FIFA's technical department has been working on this technology for years. Like in FC 24 they finally managed to reach this technology. In the previous two versions, as I mentioned, Deep Learning technology was used, but the game was recorded by the sensors in an 11 vs. 11 match, and the technical department had not yet been able to do the same from a match recorded from a camera view. Play a match and finally in FC 24 they were able to use this technology and in a way it can be said that the FIFA development team is making better and more complete use of this technology year by year.
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The form of capturing animations through the camera without the need for sensors on the players' bodies
As I mentioned, in HyperMotion Volumetric, the animations are captured through a camera without the need for sensors on the players' bodies (watch the two videos above and below, you will understand the story nicely), that is, Volumetric capture from cameras for uploading a 360-degree perspective. It uses a movement or a series of movements and when the uploaded data is analyzed by a specialized computer it will provide a 3D digital representation of the person as they appear on the camera.
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What is a frame in animation?
A frame is a single image in a series of images. One second of video is usually made up of 24 or 30 frames per second, abbreviated as FPS. Animation is created by extracting consecutive frames. When subsequent frames have evaluated them, they are checked for re-viewing and all frames are displayed throughout the animation.
You can think of animations as frames that are displayed at close intervals for a long time in a row. When an image with pixels is displayed on the screen, the frame is used in context. Making pixels from each frame can be an "integrated operation in the animation process".
Types of frames in animation
Not all frames are the same. Each frame type is optimized for a specific animation purpose, and let's take a quick look at the types of frames that exist in the animation timeline:
- Placeholder frames: These are scripted and pre-written forms placed in the animation section and in the grid section on the timeline, it shows where the events are happening at any given time. To put it simply, if you want to give a clearer example, showing animations during cutscenes in games; Forming during cutscenes is much easier than forming in creating "Real Time In Game" animations, and this is the main reason why the quality of animations during cutscenes is more natural than "Real Time In Game" animations. And it looks more real; Because all parts of the form are embedded to create an animation at a certain time and place
- Keyframes: If you want to make a visual change in your animation or perform an action, you can use a Keyframes. Keyframes are needed for frame-by-frame animation because you need to change each frame one by one. This type of form building is used to design "Real Time In Game" animations during gameplay, and developers face many challenges.
- Regular frames: This type of framing is used to produce cinematic animations, starting from point A and ending at point B - that is, everything is pre-rendered.
- Tweened Frames: When using the term tweened to switch from one animation to another. In this case, the form part of designing and embedding it is extremely difficult and exhausting for the builders. This is the animation integration we've been talking about all along. That is, switch from one animation to another animation, the shape and form of the two animations are different from each other, and if there is a problem in the formatting and embedding of the two animations during tweening, you will experience bugs, lag, and so-called stroke in the happy game. You become animations
Conclusion
Hypermotion is a really advanced technology, but unfortunately it has become a victim of policies and internal fights of the development team. The game has three directors who are discussing the news about the design of the game in the form of "Simulation-Arcade-Competitive" and the game play design is confused in all parts in these three modes! A large part of game coding is old and obsolete, and many new codes are based on old codes!
Also, the strange thing is that this hypermotion technology was designed for a simulator gameplay along with responsive animations, but after a while, the development team complained about the slow and realistic animations of FIFA 22 "Ultimate Sector Gamers". that the animations are slow and unresponsive, and the development team gradually came with updates and designed the foot-to-ball animations section in a competitive way (feedback priority for the development team is the gamers of the ultimate section, especially the casual section) I like this mod) and the point is that the production team saw that the animations were designed from a realistic basis in order to make their work easier and to design highly responsive animations. Slipping or skating problems appeared in FIFA and many To speed up the response time of the animations, this story continued in FIFA 23.
Hypermotion is exactly like a gasoline engine that is mounted on the body of an old and worn-out car, and you have to consider what will happen to the designed car and in which direction the output will be drawn.
Foot planting - foot to ball animations - designing animations in sports games
If you haven't read the story about "foot planting - foot to ball animations - designing animations in sports games", you can read it in this
link if you like.