^ What @DiegoPalacios said. By the way, I never knew menspreading was problematic
Movement can be used to express a character's personality but I do feel like people get very stereotypical about it. I do think it works in a cartoonish environment but is not really a universal norm.
This is an example of stereotypical gendered animation and how it looks when the roles are reversed. It shows how people's personality can change by animating them differently. I think a lot of people who exclude female characters for being "too hard" to animate, just makes me think that they lack range and skills and should probebly do more character studies or hire a woman to do some mo-caps.
Edit: I also like to note, that I don't think the woman with her swaying hips from the video should be set as a "norm" for animating women. I think it is a good example of showing maybe a high class feminine woman but I think using it for something like an Action RPG video game about knights just looks weird.
I'd even say it's kind of...
Ballsy.
YYYYEEEEEEEAAAAAAHHHHHH
On a serious note @burginlewis trust me, even men are annoyed by other men taking the limited space like that. So I see your point.
Something I’d like to note that walking becomes very diffrent for males and females. As knowing someone who has done a lot of medieval reenactment groups the women often tried to walk and move as men because it was mostly men on the battlefields. It was very interesting to hear that the why the female members realized how to walk as men walk, was to practice waking as if their was a book between their legs as.... you know, men have to deal with dangling bits while they walk.
Same for a lot of my male cross dressing friends. To walk like a women they have to make the same changes in their steps to account for the fact that women don’t have to deal with dangling bits.
Even with the physical diffrence, they can still posture and pretend if they try hard enough, but the fact is without trying it’s much more natural for women to easily walk with a sway as men usually walk with their legs parted.
As for “is it nessasaary to have two distinct gestures for men and women in your game” I REALLY feel like it just depends on the type of game your playing, if it’s a sprite game like Pokémon I wouldn’t see the reason for the extra step. If your making a game like the sims where everything is super customizable, then I’d expect lots of Intresting gestures.
Altho I do admit I hate it when the gestures made for men and women are very.... basic. Like in dragon age 2 I noticed that the females had a much more Danity feel to them then the males. Which was fine when playing a Danity mage.... but not when I wanna play a bulky amazon warrior, just clashes with my vision of my character x3
I wrote out a long post detailing my arguments but... realized some of it was motivations and observations noone asked for. So to keep it short:
Yes, most men naturally walk and sit with their legs apart for anatomical reasons.
No, women do not naturally walk and sit with their legs together for anatomical reasons. They are able to more easily do it since their anatomy doesn't immediately prevent it, but most of them do it as a result of habit caused by societal pressure. Many are unaware of this societal pressure as they just copy the behavior from their mothers like they copy other behaviors at an early age. But being repeatedly told as kids to keep their legs together when they wear skirts sure enforces the behavior too...
If a game depicts a specific country at a specific time in history, it can make sense to use gender specific animations that suit the way things were at the time. Woke-ifying history isn't all that woke, because observing history is an important part of understanding these issues at large. Most progressives wouldn't want to erase history.
But if that isn't the case, then using more gender neutral animations would be a respectable move.
The walk and gestures are different due to different anatomy, for sure.
The issue is that in real life, when average individuals are walking/moving in a natural fashion, these differences are relatively small. Noticable, but not generally enough to look really odd if used by the opposite sex.
In videogame, the differences are generally pushed to the extreme. Much more extreme than real life, even in a society with strong gender roles. I hate that, but let's be realistic, it's not going to change anytime soon.
The ideal solution would be to have multiple animations to be able to fit subgroups of both male and female population with gaits adapted to their profession, social status etc, but THAT would be expensive.
In that case and the other one you mentioned though, it's a lot about 2D animation. You have control over every frame wanting or not, and you have to show personality because every second is precious. With 3D, there's a lot of reuse, physics, pre-made stuff, that significantly shorten how much the animation needs to be specific to a character. Again, not nonexistent, but it's so little that it's easier to promise for a future date than try and say it's too hard and never do it.
That still sounds like a bs excuse. 3D can make animation easier than 2d but using as an excuse to not take the extra effort to make it look good is creators being lazy. Plus, 3D has the ability to mo-cap people, which can help aid in animation.
My issue with a lot if 3D animation is that it looks very stiff. Richard William (the guy from the video and head animator for Who Framed Roger Rabbit) mentioned how with some movement, you might have to "break" joints inorder to exaggerate movement. A lot of schools teach to never break joints because "its not realistic" , however they end up with stiff animation.
Lmao, Batman's got a thicc booty. I love these kinds of swaps because they really show how differently male and female characters are sometimes treated in games. Especially the way the camera zooms into women's asses and does that full reveal shot (the one where the camera slowly pans up to show her figure).
A friend of mine loves the Metal Gear series and some of the female characters in those games... Here's a video from MGSV where Quiet and Ocelot are swapped and it shows how, I don't know, unnatural it is to look at a male character that the camera treats like a female. Quiet breathes through her skin so in-game she wears a bikini top, g-strings and pantyhose. She's half-naked because she needs to keep much of her skin free. How else is she gonna breathe? Than we see another one of her kind, an old man, and he wears clothes just fine...
Well the most blunt difference is the walking. Women don't walk the same way men do, because of the differences in anatomy playing a role in that. You can't possibly claim that anatomy is a social construct, can you?! Obviously there's gradations in that that can be amplified or negated by either the clothing or the person's decision, but it's still there, you still have either a female pelvis or a male pelvis.
I always was confused by this line of arguing. "It's fictional so you can do whatever" is exactly what it is: an excuse to not do your homework or put in any effort with the implication that "it's all a lie anyway, so who cares".
The base cost for motion capture is $4,000 a day plus $20 a second for data solving + re-targeting. Plus you'd have to edit and fix the mocap data EXTENSIVELY for it to be usable. There's a reason why mocap is being used only in productions with large budgets.
As a person whose work is 3d, it's kinda offensive to hear things like "but animating in 3d is easier than animating 2d!" ^^" It's the same BS as claims like "but you aren't really DRAWING in digital art, the computer does all work for you!"