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About this mod

Work in progress! Improving animation quality of cutscenes, focusing on lipsync and facial expressions

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TUTORIAL ON HOW TO CUSTOMIZE CUTSCENES
The project is abandoned for now. I wrote down my workflow and invite people to take up the torch if they're interested. The information in the guide applies mainly to Kiwami, but roughly translates to old engine games in general.



Currently changed cutscenes:
  • Chapter 1 Cutscene 2 (update 1.1)
  • Chapter 3 Cutscene 4 (update 1.1)
  • Chapter 4 Cutscene 5 (viewable in the proof of concept vid)
  • Chapter 4 Cutscene 8 (viewable in the proof of concept vid)
  • Chapter 13 Cutscene 1 (partial, only the last scene; update 1.1)


Main goals of the project:
  • reanimate facial expressions of cutscenes in the game
  • make adjustments to body movements and camera motion without ruining iconic moments from the game





After playing Yakuza 0 and going straight to Kiwami 1, my biggest gripe with the game was the huge step down in animation quality. The game was mostly using ported animation from the original PS2 title without any additional refinement, leading to an honestly jarring experience for a newcomer like me. It was especially noticeable compared to the added Nishikiyama cutscenes. Blank stares, objectively bad lipsync that seems to be partially generated (source: observation), often janky movement, damn. This game got the short end of the stick seeing how Kiwami 2 turned out.

This is just a side hobby that I'll work on over time. You're free to suggest cutscenes and suggest changes to my animation. Changes in expressions are guessed by tone of voice, context, OG cutscene footage etc., purely subjective decisions. Feel free to criticize.

Made using ParManager, gmd importer, gmt importer/exporter.