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Author Topic: Idolm@ster 2 on PS3  (Read 392022 times)

Crisu

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Re: Idolm@ster 2 on PS3
« Reply #1065 on: November 30, 2011, 02:11:05 pm »
Are you sure?  ^^;  I'm playing the YouTube vid and the anime episode side by side and it looks just about exact to me.

At least the song speed is the same (no BPM changes).  The dancing in the anime may appear to lag a frame or two behind because it's not as fluid as the game animation, but I think it's more of an illusion than an actual slowdown compared to the game version.
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Setsuna

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Re: Idolm@ster 2 on PS3
« Reply #1066 on: December 01, 2011, 12:31:28 am »
Well i jsut found out the anime Jibun REST@RT a little slower than the one in game, this makes editing a nightmare.
I Speed up the song and it sounds off. I slow down the video image and it looks choppy :/

Anime is traditionally animated at between 15 and 24 frames per second.

The game runs at 59.94 frames per second.

If the anime's animation DOESN'T look choppy, I'd be worried for a whole list of reasons.

Due to the above as well, you should get significant mismatch, even if it was sync'd to the song, because well, less chances to be accurate about it.
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Crisu

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Re: Idolm@ster 2 on PS3
« Reply #1067 on: December 01, 2011, 12:56:01 am »
Jibun RESTART with the anime audio.  http://www.nicovideo.jp/watch/sm16298284

As the comments indicate, those wota calls are loud and annoying, lol.
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zeda12123

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Re: Idolm@ster 2 on PS3
« Reply #1068 on: December 01, 2011, 01:02:53 am »
Jibun RESTART with the anime audio.  http://www.nicovideo.jp/watch/sm16298284

As the comments indicate, those wota calls are loud and annoying, lol.
Are you kidding! I loved those wota calls 8D Although I'm glad we got it without them, they're still pretty fun.

TheTanStar

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Re: Idolm@ster 2 on PS3
« Reply #1069 on: December 01, 2011, 01:08:21 am »
Quote from: Setsuna link=topic=1353.msg33 :-*163#msg33163 date=1322695888
Anime is traditionally animated at between 15 and 24 frames per second.

The game runs at 59.94 frames per second.

If the anime's animation DOESN'T look choppy, I'd be worried for a whole list of reasons.

Due to the above as well, you should get significant mismatch, even if it was sync'd to the song, because well, less chances to be accurate about it.
In practice, anime is animated at 12 fps; This is known as animating "on twos" as each frame is doubled. High motion/budget productions can have scenes animated "on ones", or a full 24 fps. Also, it's much easier to sync audio by timecode than by frame, especially in this case. I made a while back with some of the audio replaced with the preview version that will illustrate my point; It required many adjustments of a couple milliseconds to line it up perfectly.
http://www.fileserve.com/file/xbRQytx
« Last Edit: December 01, 2011, 03:40:08 am by TheTanStar »

Corinth

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Re: Idolm@ster 2 on PS3
« Reply #1070 on: December 01, 2011, 01:28:40 am »
Are you kidding! I loved those wota calls 8D Although I'm glad we got it without them, they're still pretty fun.

I love them too!  I went to a few girl group concerts when I was in Japan and the calls are just part of the whole experience.  (Not just for gal groups but.... lots of different concerts types in Japan)


zeda12123

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Re: Idolm@ster 2 on PS3
« Reply #1072 on: December 01, 2011, 03:03:16 am »
I felt like there was more clothing physics while watching Jibun REST@RT. Is that just me? I think it is.

Crisu

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Re: Idolm@ster 2 on PS3
« Reply #1073 on: December 01, 2011, 04:10:12 am »
@ikuto-sama: Nice!  Love the extraction with Haruka's solo.

@zeda12123: lol, there is a lot of swaying in this dance.  Allows for Hibiki's necklace to go crazy.  Among other things.  :)
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nyachan

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Re: Idolm@ster 2 on PS3
« Reply #1074 on: December 01, 2011, 05:15:48 am »
I felt like there was more clothing physics while watching Jibun REST@RT. Is that just me? I think it is.
the anime, for the record, highly exaggerated a lot of stuff like their hair and some of the movements too
like the hair is still fairly accurate but
sweet jesus did it bounce WAY more than it should
So I guess in comparison the game's movements look I guess a bit more stiff huh....

There's also some stuff in the game that don't move that should (miki's jacket should be moving more, for example) because of model limitations I suppose.
« Last Edit: December 01, 2011, 05:19:35 am by nyachan »

Setsuna

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Re: Idolm@ster 2 on PS3
« Reply #1075 on: December 01, 2011, 06:27:55 pm »
In practice, anime is animated at 12 fps; This is known as animating "on twos" as each frame is doubled. High motion/budget productions can have scenes animated "on ones", or a full 24 fps. Also, it's much easier to sync audio by timecode than by frame, especially in this case. I made a while back with some of the audio replaced with the preview version that will illustrate my point; It required many adjustments of a couple milliseconds to line it up perfectly.
http://www.fileserve.com/file/xbRQytx

I'd note sometimes they get funny and start animating at 15 fps (I've no idea why though, PAL is on 25/50, NTSC broadcast is 29.27/59.94 film is12/24/72 or its NTSC equilivant) for some unknown reason, but this is only really known if you work with the raw material for DVD/BR release for PAL territories (I know someone who does, and tells me about the oddities about why sometimes they get 15 fps masters)

But yeah, it probably isn't perfect - I suspect they made it for the anime, then adapted it for the game, as opposed to the other way around (As done for Smokey Thrill, for example)
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blake307

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Re: Idolm@ster 2 on PS3
« Reply #1076 on: December 01, 2011, 06:39:35 pm »
Just a question for anyone who has played im@s 2 on the PS3. How hard is Hyper mode exactly?

TheTanStar

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Re: Idolm@ster 2 on PS3
« Reply #1077 on: December 01, 2011, 06:43:23 pm »
I'd note sometimes they get funny and start animating at 15 fps (I've no idea why though, PAL is on 25/50, NTSC broadcast is 29.27/59.94 film is12/24/72 or its NTSC equivalent) for some unknown reason, but this is only really known if you work with the raw material for DVD/BR release for PAL territories (I know someone who does, and tells me about the oddities about why sometimes they get 15 fps masters)

But yeah, it probably isn't perfect - I suspect they made it for the anime, then adapted it for the game, as opposed to the other way around (As done for Smokey Thrill, for example)
I think it would have been the other way around; It's easier to adapt motion capture footage into animation through rotoscoping (tracing over source video for each frame of animation) than do the choreography twice; once for reference, then another for the game.

I remember the second PV (The anime portion, not the game portion) for the anime was at 16fps effectively, due to blended frames/bad deinterlacing (on a web video no less, where it could have been outputted progressive). It was a pain to remove those frames manually (Yes, I did that to the video and made a separate version).

Setsuna

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Re: Idolm@ster 2 on PS3
« Reply #1078 on: December 01, 2011, 06:44:38 pm »
Just a question for anyone who has played im@s 2 on the PS3. How hard is Hyper mode exactly?

It's the hardest thing ever, and you should abandon hope should you ever-

Okay, I'm kidding. I would advise not to walk in right off the bat though. If you know how the flow of the game goes, can reliably land an A rank in PS3 normal mode, and you come in prepared with a decent costume set and charm set and a good amount of money in the bank, you should not generally have too much trouble.

If you don't have a feel for CD sales mechanics though, you might struggle. (Basically, knowing how to invoke breaks, superbreaks and revivals)
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Setsuna

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Re: Idolm@ster 2 on PS3
« Reply #1079 on: December 01, 2011, 06:49:13 pm »
I think it would have been the other way around; It's easier to adapt motion capture footage into animation through rotoscoping (tracing over source video for each frame of animation) than do the choreography twice; once for reference, then another for the game.

I remember the second PV (The anime portion, not the game portion) for the anime was at 16fps effectively, due to blended frames/bad deinterlacing (on a web video no less, where it could have been outputted progressive). It was a pain to remove those frames manually (Yes, I did that to the video and made a separate version).

Well, as I said, it's weird, because sometimes they don't do the most efficent method (Basically, in the example I put above, The only reason I figured they would do 15 frames, is to 'half a 29.97/30' but it causes mistimings later on.) but then again, anime isn't a highly paid field so whatever works, I guess?

It wouldn't surprise me that it was started later, because Juuban Rest@rt was recorded relatively recently. (As in well after READY!! was)
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