If spies are charged during an animation will they be knocked down?

Started by I <3 U, May 28, 2008, 12:45:33 AM

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Blank Man

No, ragdoll looks crappy. Doing a backflip after getting shot in the head is also kind of weird looking. I think that how the spy falls should depend on his inertia. So if the spy is running and he gets shot, his speed should make him slide on the floor on impact. But if he is standing still (hacking or something) he should drop to his knees then body. If he is crouching, he should fall forward and kind of look like he did a face plant or something. Just some ideas, I'm sorry I can't describe a little better  :P

Zedblade

I'm not a big fan of ragdoll, i don't think it ever looks good. I'm fine with doing ragdoll when a spy or merc dies instanstly from a nade or mind, but ragdol from gunshots or charge wouldn't look right.

Basically, blend a death animation into a ragdoll.

Succubus Dryad Of The Undying Comet

Add 'weight' to the ragdoll so it doesn't fly around that much. That's all.

Farley4Fan

Bingo was his name-o.

I'd love to be rad dolled off a cliff, but then the Euphoria jumps in and my character grabs the ledge with his hand before I fall off.  ;D

Tidenburg

That's why euphoria > ragdolls. It would mean that after being shot the spy could fall down the way you would expect someone to. Maybe add multiple death animations. 3 for being shot (one would have to be like in DA360 where your partner gets killed on level one, awesome :D ) and then for stuff like falling you can ragdoll the character but with weight so it looks like he's collapsing :D

goodkebab

sorry ,  but ragdolls are called ragdolls for a reason....and it never looks convincing regardless of tweaking it always looks like a floppy mess.

We cannot integrate euphoria for technical reasons...as in, we are a game mod and limited to what the editor gives us.

The only use for something like Endorphin is to create keyframe animation in 3d app, import into endorphin and add a collission event...then export this to the 3d app and animate on top of it.  Its not ragdoll, its actually motion capture work flow.  The only purpose of Endorphin is to create motion capture digitally. 

Farley4Fan

I brought up Euphoria as a joke because I knew it wasn't possible, but it would be awesome to have.  I don't care if it looks completely realistic.  It looks fine and can be really really funny sometimes.  The only way to make it look convincing is to use Euphoria, or create thousands of death animations.  It's not up to me but I think the best way to go is heavy rag dolls.  I kind of like the sound of blending rag dolls with death animations but still that would mean more work for the animators.  Just wondering, have you guys found any more help for animating lately?  I haven't really seen any new devs going around here.  Update on that?

goodkebab

we have animators....they are just not known amongst the community here.

Zedblade

Quote from: LennardF1989 on May 29, 2008, 03:38:47 PM
Quote from: Cyntrox on May 29, 2008, 02:30:06 PM
Quote from: frvge on May 28, 2008, 10:24:15 AM
We don't know how much we can do for ragdolls. The problem is blending animations to 'get up' again. At the moment, we'll probably only have ragdoll for real deaths.
Never having modded UT before, I don't know if you can use this, but UT3 comes with "get up from a ragdoll fall" implemented.
Yea, I was going to say that statement of fvrge was bullshit really, though, now that you basically told the same... frvge, that statement is bullshit :P (no offense ofcourse), there is no problem in blending from any pose to the stand-up animation  :-\

Actually your statement is bullshit. It may be 'easy' to do but won't look right. Not only does the game I'm working professionally on  do this, but also Mass effect. Going from rag-doll to a stand-up animation. Sometimes its decent, most of the time it's ass. You will see the character turn-180 on the ground, then relax into a default laying down pose and then start the animation of getting up.

Blending any pose to any animation or pose is simple. But blending from rag-doll to an animation is another story. Blending from a animation into rag-doll is easy though.

I say we only make a character go into rag-doll when they are dead. Otherwise it's a 'faint' animation.

I <3 U

Quote from: goodkebab on June 02, 2008, 10:07:28 PM
we have animators....they are just not known amongst the community here.

Ragdoll never looks right i agree, but it sure as hell beats a spy getting headshotted only to hold his stomoch, and slowly die. Now that doesn't look right. And plus its just funny watching someone die off a zipline.

Zedblade

Quote from: FR33M4N on June 02, 2008, 11:14:46 PM
Quote from: goodkebab on June 02, 2008, 10:07:28 PM
we have animators....they are just not known amongst the community here.

Ragdoll never looks right i agree, but it sure as hell beats a spy getting headshotted only to hold his stomoch, and slowly die. Now that doesn't look right. And plus its just funny watching someone die off a zipline.

There is a thing such as hit detection. Certain area when hit, will play certain animations. Then blend into rag-doll. Thats how I want to do it.

EDIT:

Also, I just thought. Forget about rag-doll when not dead. The simplest method is to animate the whole thing. Instead of the Merc just falling down. He could fall to one keen and cough and wheeze while holding his throat or something. That way, he just stands back up when the smoke is gone and we don't have to worry about rag-dolls and the merc needing space ot go horizontal, he will take up the same space he was taking up when he was standing.


I <3 U

Quote from: Zedblade on June 02, 2008, 11:17:25 PM
Quote from: FR33M4N on June 02, 2008, 11:14:46 PM
Quote from: goodkebab on June 02, 2008, 10:07:28 PM
we have animators....they are just not known amongst the community here.

Ragdoll never looks right i agree, but it sure as hell beats a spy getting headshotted only to hold his stomoch, and slowly die. Now that doesn't look right. And plus its just funny watching someone die off a zipline.

There is a thing such as hit detection. Certain area when hit, will play certain animations. Then blend into rag-doll. Thats how I want to do it.

EDIT:

Also, I just thought. Forget about rag-doll when not dead. The simplest method is to animate the whole thing.

This would mean the same animation all the time, for example if a spy got charged? Maybe we could compromise and have a few different animations (i know im in no position to negotiate, just a suggestion). Is there anyway the animation could detect if a wall is directly behind them, and edit the animation (maybe if a few different animations were encorporated into one, i have no idea what im talking about) to make it look as if the spy is lied up against the wall, or side by side to it? or is this known as ragdoll:D?

Tidenburg

QuoteAlso, I just thought. Forget about rag-doll when not dead. The simplest method is to animate the whole thing. Instead of the Merc just falling down. He could fall to one keen and cough and wheeze while holding his throat or something. That way, he just stands back up when the smoke is gone and we don't have to worry about rag-dolls and the merc needing space ot go horizontal, he will take up the same space he was taking up when he was standing.
Only if the merc stops counting as a collision object when he's downed, otherwise jumping out of maps would be easier, and it could block terminals, etc etc.
QuoteThis would mean the same animation all the time, for example if a spy got charged? Maybe we could compromise and have a few different animations (i know im in no position to negotiate, just a suggestion). Is there anyway the animation could detect if a wall is directly behind them, and edit the animation (maybe if a few different animations were encorporated into one, i have no idea what im talking about) to make it look as if the spy is lied up against the wall, or side by side to it? or is this known as ragdoll:D?
I think you'll get a no on the animation detecting enviroment. But I do think a few alternate (say 2-3) for some of the common deaths we'll see all the time will be nice. Rare ones like headshots (which you rarely see up close anyway) would have just 1. But the standard death should be different.

Blank Man

On the other hand, I was looking at some ragdoll renders, and I think that's it's possible to make ragdoll look convincing.

http://www.youtube.com/watch?v=I_ZirpspFk0&NR=1

I <3 U

I dont mind the Half life 2 Ragdoll tbh, some may think it's to bendy though. Ive always thought the CSS ragdoll to be pretty good too.