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> For example, that scene from FarCry 3 where you present Citra with the
> knife. It's pretty-much a cut-scene, yet even here, the mighty CryEngine
> seems to be struggling to get the knife to rest *on* Citra's hands,
> rather than partially intersecting them.
>
> Why is that?
>
> I can understand that it's hard to do the physics of simulating complex
> non-flat (and possibly deformable) objects resting on each other. (Hence
> the ubiquitous flailing rag-dolls.) But this is a pre-scripted
> animation. You've GOT the coordinates of Citra's hands RIGHT THERE! (And
> they're always the same.) How hard can it be?
As Nekar replied already, I'm pretty sure the animator in question would
not be allowed to spend any more than the absolute minimum amount of
time to get one object in one part of one cut-scene looking ok. They
might even "rough out" any special objects/movements and then only come
back and improve them if there is time at the end whilst waiting for
other parts to complete ("must haves" vs "nice to haves").
Then you've got the technical challenge of a rigid object pressing
against a very soft object. If you treated the hand as rigid then it
might look stranger than allowing a bit of intersection, IDK. I can't
say I remember noticing any defect at that point in the cut-scene, is
that the last bit at the end of the game or earlier?
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