Technology advances. Our technology is motion capture, in terms of how many cameras you use, how they process and solve that data, that stuff – they’re always trying to improve that so we can make better and better stuff. So all the data ___ that we have from EA Sports MMA or games like Fight Night, or what have you, it’s older data where the fidelity isn’t necessarily as high as ours in terms of the raw data. It’s also, uh, in order to really expedite things, we’d more likely just go to the data that’s already been solved. In which case, again, it may not have been using the way we do it now in 2014. That’s not they way they may have done it in 2007 and 9 in terms of different things. And then when we’re making games for next gen, every single animation needs to be put on a rig for the game that it’s being used for, and because our rig is so much more complex and detailed than rigs were, you know, certain character rigs, than they were on current-gen games. You know?

It’s a whole big process. It’s a possibility, but for the most part, it’s as labor intensive for us to go back, get that old data, do all the stuff we need to do to it, and get it into a new game as to just go back into the studio and recapture the moves that you want and get them in your game. And then also there’s the element of when we go into the motion capture we don’t just have two guys come in and say, “Hey, you guys have a fight and we’ll just take the pieces that we need.” You go in there with a script and a design of how the gameplay’s supposed to work and the animations that you have the actors do, they move a certain way in order to accomplish a certain objective that you had articulated to them, and the designer has a certain idea of how it’s gonna work. So there’ not even necessarily the guarantee that the way a certain animation was captured for a previous game is going to fit into the scheme of the system that we’re working with. You’ll see that mostly in the clinch and the ground.