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* While the specific rooms of WesternAnimation/TheSimpsons' family home are very consistent from episode to episode, their relationship to each other isn't; for example, there is no consistent entrance to the basement, with it variously being located in the foyer, the kitchen hallway, or directly connected the kitchen. Sometimes rooms shift location, particularly the upstairs; for example, Bart's bedroom switches between being toward the front or the back of the house (easily indicated by which side of the house his window overlooks). ''The Simpsons'' being as self-aware as it is, the house's model dissonance has been lampshaded. In "[[Recap/TheSimpsonsS25E8WhiteChristmasBlues White Christmas Blues]]", Marge notes that the house's rarely-seen rec room is "sometimes there and sometimes not".

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* While the specific rooms of WesternAnimation/TheSimpsons' family home are very consistent from episode to episode, their relationship to each other isn't; for example, there is no consistent entrance to the basement, with it variously being located in the foyer, the kitchen hallway, or directly connected the kitchen. Sometimes rooms shift location, particularly the upstairs; for example, Bart's bedroom switches between being toward the front or the back of the house (easily indicated by which side of the house his window overlooks). Generally, these cheats are done subtly to suit the story's needs, but it still results in 3D recreations contradicting each other. ''The Simpsons'' being as self-aware as it is, the house's model dissonance has been lampshaded. In "[[Recap/TheSimpsonsS25E8WhiteChristmasBlues White Christmas Blues]]", Marge notes that the house's rarely-seen rec room is "sometimes there and sometimes not".
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* While the specific rooms of WesternAnimation/TheSimpsons' family home are very consistent from episode to episode, their relationship to each other isn't; for example, there is no consistent entrance to the basement, with it variously being located in the foyer, the kitchen hallway, or directly connected the kitchen. Sometimes rooms shift location, particularly the upstairs; for example, Bart's bedroom switches between being toward the front or the back of the house (easily indicated by which side of the house his window overlooks). ''The Simpsons'' being as self-aware as it is, the house's model dissonance has been lampshaded. In "[[Recap/TheSimpsonsS25E8WhiteChristmasBlues White Christmas Blues]]", Marge notes that the house's rarely-seen rec room is "sometimes there and sometimes not".
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[[folder:Simulation Game]]
* ''VideoGame/AnimalCrossing'' games starting with ''[[VideoGame/AnimalCrossingWildWorld Wild World]]'' have a "rolling log" effect on the world that causes an exaggerated curve on faraway objects. While it looks reasonable from the angle gameplay is normally seen from, the full extent of the effect can be seen if the camera is [[https://i.kinja-img.com/gawker-media/image/upload/t_original/e0jz1lw54ykaxwwmsi1x.gif zoomed out]] past the normal field of view. ''[[VideoGame/AnimalCrossingNewHorizons New Horizons]]'' has the option to switch to an overhead view akin to [[VideoGame/AnimalCrossing2001 the original game]], which actually causes the curve to flatten out.
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This can also be used for aesthetic reasons or to implement something that wasn't intended to be in the game. An animation might look a bit better if the character goes a bit OffModel for a frame or two. If a UsefulNotes/GameEngine only allows text boxes to be generated by NPC[=s=], and the designers only want one or two readable signs in the entire game, it's easier to place an invisible NPC in front of a sign than to waste time adding signs to the engine proper. Objects in an FPS might be made larger, so they look right to the player, or animations that appear from off camera might only show the parts the player can see.

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This can also be used for aesthetic reasons or to implement something that wasn't intended to be in the game. An animation might look a bit better if the character goes a bit OffModel for a frame or two. If a UsefulNotes/GameEngine MediaNotes/GameEngine only allows text boxes to be generated by NPC[=s=], and the designers only want one or two readable signs in the entire game, it's easier to place an invisible NPC in front of a sign than to waste time adding signs to the engine proper. Objects in an FPS might be made larger, so they look right to the player, or animations that appear from off camera might only show the parts the player can see.
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* Dwelling places in TV dramas or sitcoms usually only exist as a cluster of disparate stage-sets, representing aspects of what would be a continuous structure in real life. Attempts to build virtual computer models of them as they would be in reality tend to founder for one reason or another. It has been noticed, for instance, that to fit everything that appears on [=TV=] into its actual displayed limitations (ie, the outer boundaries of the building shown in exterior shots), the apartment complex on the fourth floor of 1130 North Los Robles Avenue in ''Series/TheBigBangTheory'') it would need to be the interior of a [[Series/DoctorWho Tardis]]. Other [=TV=] shows, such as Series/{{Frasier}}'s spacious (but not ''that'' spacious) Seattle apartment suffer the same contradictions. Computer modellers have repeatedly tried and failed.

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* Dwelling places in TV dramas or sitcoms usually only exist as a cluster of disparate stage-sets, representing aspects of what would be a continuous structure in real life. Attempts to build virtual computer models of them as they would be in reality tend to founder for one reason or another. It has been noticed, for instance, that to fit everything that appears on [=TV=] into its actual displayed limitations (ie, the outer boundaries of the building shown in exterior shots), the apartment complex on the fourth floor of 1130 North Los Robles Avenue in ''Series/TheBigBangTheory'') it would need to be the interior of a [[Series/DoctorWho Tardis]].Tardis]] since it is clearly BiggerOnTheInside. Other [=TV=] shows, such as Series/{{Frasier}}'s spacious (but not ''that'' spacious) Seattle apartment suffer the same contradictions. Computer modellers have repeatedly tried and failed.

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* A common practice in FPS games involving decapitation is, when characters' heads explode or [[OffWithHisHead are removed]], they actually shrink away into their necks (covered up with a gore effect and with a separate severed head prop spawned). ''VideoGame/{{Unreal}}'', ''VideoGame/TimeSplitters'' and ''VideoGame/TeamFortress2'' are the most popular examples.

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* A common practice in FPS games involving decapitation is, when characters' heads explode or [[OffWithHisHead are removed]], they actually shrink away into their necks (covered up with a gore effect and with a separate severed head prop spawned). ''VideoGame/{{Unreal}}'', ''VideoGame/TimeSplitters'' and ''VideoGame/TeamFortress2'' are the most popular examples.examples, the former especially since it's easy to [[BulletTime slow down the scale of time]] through the console and watch the model's head shrink.


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* It was extremely common in shooters up to the late 2000s to have the weapon's viewmodel (i.e. what you see in first-person) include your character's hands and arms hard-baked into the model, which could cause cases of this when the arms holding the weapon models clearly don't match up with who you're playing as, perhaps most famously games like ''VideoGame/CounterStrike'' where your guns are always depicted as held by a sleeveless arm with fingerless gloves over the hand (fitting only about half of the Terrorist models and none of the Counter-Terrorist ones) - ironically, this was a step up from some even earlier 3D shooters like ''VideoGame/{{Quake|I}}'' and ''VideoGame/{{GoldenEye|1997}}'', which instead [[FirstPersonGhost didn't have hands on the weapons at all]]. Though there were a few surprisingly early games to model guns and arms separately, like ''VideoGame/PerfectDark'', this didn't really become common until another decade later.
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Tidying


* Dwelling places in TV dramas or sitcoms usually only exist as a cluster of disparate stage-sets, representing aspects of what would be a continuous structure in real life. Attempts to build virtual computer models of them as they would be in reality tend to founder for one reason or another. It has been noticed, for instance, that to fit everything that appears on [=TV=] into its actual displayed limitations (ie, the outer boundaries of the building shown in exterior shots), the apartment complex on the fourth floor of 1130 North Los Robles Avenue in ''Series/TheBigBangTheory'') it would need to be the interior of a [[Series/DoctorWho Tardis]]. Other [=TV=] shows, such as Series/{{Frasier]]'s spacious (but not ''that'' spacious) apartment suffer the same contradictions. Computer modellers have repeatedly tried and failed.

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* Dwelling places in TV dramas or sitcoms usually only exist as a cluster of disparate stage-sets, representing aspects of what would be a continuous structure in real life. Attempts to build virtual computer models of them as they would be in reality tend to founder for one reason or another. It has been noticed, for instance, that to fit everything that appears on [=TV=] into its actual displayed limitations (ie, the outer boundaries of the building shown in exterior shots), the apartment complex on the fourth floor of 1130 North Los Robles Avenue in ''Series/TheBigBangTheory'') it would need to be the interior of a [[Series/DoctorWho Tardis]]. Other [=TV=] shows, such as Series/{{Frasier]]'s Series/{{Frasier}}'s spacious (but not ''that'' spacious) Seattle apartment suffer the same contradictions. Computer modellers have repeatedly tried and failed.
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And retro-modelling TV reality...

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* Dwelling places in TV dramas or sitcoms usually only exist as a cluster of disparate stage-sets, representing aspects of what would be a continuous structure in real life. Attempts to build virtual computer models of them as they would be in reality tend to founder for one reason or another. It has been noticed, for instance, that to fit everything that appears on [=TV=] into its actual displayed limitations (ie, the outer boundaries of the building shown in exterior shots), the apartment complex on the fourth floor of 1130 North Los Robles Avenue in ''Series/TheBigBangTheory'') it would need to be the interior of a [[Series/DoctorWho Tardis]]. Other [=TV=] shows, such as Series/{{Frasier]]'s spacious (but not ''that'' spacious) apartment suffer the same contradictions. Computer modellers have repeatedly tried and failed.
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make those match


[[caption-width-right:350:Above: A seemingly normal TopDownView.\\

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[[caption-width-right:350:Above: [[caption-width-right:332:Above: A seemingly normal TopDownView.\\

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[[caption-width-right:350:Above: A seemingly normal TopDownView.\\
Below: The tricks they had to pull to make it work.]]




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-->-- '''WebVideo/{{Caddicarus}}''', on ''VideoGame/PlaystationAllStarsBattleRoyale''

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-->-- '''WebVideo/{{Caddicarus}}''', on ''VideoGame/PlaystationAllStarsBattleRoyale''
''VideoGame/PlayStationAllStarsBattleRoyale''



[[folder:First Person Shooter]]

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[[folder:First Person [[folder:First-Person Shooter]]



[[folder:Role Playing Game]]

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[[folder:Role Playing [[folder:Role-Playing Game]]
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-->--'''WebVideo/{{Caddicarus}}''', on ''VideoGame/PlaystationAllStarsBattleRoyale''

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-->--'''WebVideo/{{Caddicarus}}''', -->-- '''WebVideo/{{Caddicarus}}''', on ''VideoGame/PlaystationAllStarsBattleRoyale''
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** If a a fighter is inside the clay pot on the Garden of Hope stage while the Pikmin rebuild it, they become trapped inside, with their model shrinking to avoid clipping issues. A glitch (since fixed) can cause them to get stuck like this.

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** If a a fighter is inside the clay pot on the Garden of Hope stage while the Pikmin rebuild it, they become trapped inside, with their model shrinking to avoid clipping issues. A glitch (since fixed) can cause them to get stuck like this.
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* First-person models in the ''Half-Life'' series also play around with the parts of your weapons that you ''do'' see. The barrel of the .357 Magnum in [[VideoGame/HalfLife1 the first game]] is wider at the muzzle to give it an orthographic look. Meanwhile in ''VideoGame/HalfLife2'' the shotgun is stretched lengthwise to make it look less squashed, and the fine details of the [=AR2=] are painted onto the texture in a way that only looks right from the intended perspective.
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* By porting ''VideoGame/SonicAdventure2'''s cutscenes to Sonic Adventure 2: Preview, and using the debug cutscene viewer, one can find that a lot of characters don't look like they should when the camera is not focused on them. [[https://www.youtube.com/watch?v=dWevkjKgJX4 Such gems include]] Amy missing almost her entire body not once but twice throughout the whole game, Shadow having quite a few derpy eye moments, and Sonic's model growing into existence after he uses Chaos Control to get out of the capsule.

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* By porting ''VideoGame/SonicAdventure2'''s cutscenes to Sonic Adventure 2: Preview, and using the debug cutscene viewer, one can find that a lot of characters don't look like they should when the camera is not focused on them. [[https://www.youtube.com/watch?v=dWevkjKgJX4 Such gems include]] Amy missing almost her entire body not once but twice throughout the whole game, Shadow having quite a few derpy eye cross-eyed moments, and Sonic's model growing into existence after he uses Chaos Control to get out of the capsule.
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* [[https://twitter.com/Tonymation/status/1633239873992953856 One particular shot]] in the movie ''WesternAnimation/Encanto'' has Mirabell's arms stretched out to get the desired effect, as revealed on animator Tony Bonilla's Twitter.

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* [[https://twitter.com/Tonymation/status/1633239873992953856 One particular shot]] in the movie ''WesternAnimation/Encanto'' ''WesternAnimation/{{Encanto}}'' has Mirabell's arms stretched out to get the desired effect, as revealed on animator Tony Bonilla's Twitter.
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* [[https://twitter.com/Tonymation/status/1633239873992953856 One particular shot]] in the movie ''WesternAnimation/Encanto'' has Mirabell's arms stretched out to get the desired effect, as revealed on animator Tony Bonilla's Twitter.
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-->'''Game director Yoann Gueritot:''' [[https://twitter.com/yoann_cc2/status/1550843172623765509?s=61&t=-K17nc4QqfSjuf0Jwso_2g Essential rule of game development: Never Make What You Don't Show!]]

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-->'''Game -->'''Creative director Yoann Gueritot:''' [[https://twitter.com/yoann_cc2/status/1550843172623765509?s=61&t=-K17nc4QqfSjuf0Jwso_2g com/YoannGueritot/status/1550843172623765509?s=61&t=-K17nc4QqfSjuf0Jwso_2g Essential rule of game development: Never Make What You Don't Show!]]

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