In an effort to further boost production values and the general quality of the cinematics in Enshrouded World I implemented facial animation for the characters and as the title suggests rather inelegantly.
Below is one way of going about implementing facial animation but it's most likely not the best.
- Sift through thousands of frames of mocap facial animation and export the model every five frames.
- Load and release the vertex data of each of the hundreds of models needed for one cutscene to reduce RAM usage.
- Set the positions of the vertices in the base face to the positions of the vertices in the next model (This requires interpolation and continues to the next model every 83 milliseconds).
As you would expect the first step there was very tedious and despite my efforts there are still issues with the framerate whenever the facial animation is being rendered.