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I think eventually processors will be strong enough to implement actual physics with character motion instead of scripted animations. Need to turn on a dime? No more trigger the canned animation - sense the bulk's momentum, determine where a foot needs to plant (within level geometry) to stop the motion, twist the skeleton (and affect any objects that may be 'hanging' from it while turning), compensate for the sudden distribution of weight and readjust the skeleton to place the center of mass in a central, balanced location (or ramp up the running motion again). Then include adjustments to handle interruption of the action, like if we shoot the Brute as he's trying to turn on the dime. Instead of triggering an awkward immediate death animation, it would actually look more realistic and improved ragdoll physics would actually seem more believable.
Or, if there's no way for it to successfully turn on a dime, the Brute could smash into a wall, or trip and fall over and have to get up again, affording us an easy target. :P
Mechanical and Aesthetically Clash | Cody Miller | 12/6/14 1:12 am |
Re: Mechanical and Aesthetically Clash | Urban Reflex | 12/6/14 2:32 am |
Re: Mechanical and Aesthetically Clash | Cody Miller | 12/6/14 11:02 am |
Re: Mechanical and Aesthetically Clash | Avateur | 12/6/14 7:40 pm |
Re: Mechanical and Aesthetically Clash | ArteenEsben | 12/6/14 8:27 am |
Re: Mechanical and Aesthetically Clash | uberfoop | 12/6/14 5:56 pm |
Re: Mechanical and Aesthetically Clash | Cody Miller | 12/6/14 10:57 pm |
Re: Mechanical and Aesthetically Clash | thebruce0 | 12/8/14 9:21 am |
Re: Mechanical and Aesthetically Clash | Cody Miller | 12/8/14 9:04 pm |
That already exists | RC Master | 12/10/14 2:44 pm |
Re: Very cool | thebruce0 | 12/10/14 3:04 pm |
Re: That already exists | Ibeechu | 12/10/14 4:28 pm |