![]() |
|
|
#1 | ||
|
Hall Of Famer
Join Date: Sep 2002
Location: Troy, Mo
|
Natural Motion Football - Backbreaker
http://xbox360.ign.com/articles/814/814249p1.html
This looks incredible. We'll see how it turns out. |
||
|
|
|
|
|
#2 | |
|
Pro Starter
Join Date: Oct 2000
Location: Cary, NC
|
Quote:
Um, you're not aiming very high are you?
__________________
-- Greg -- Author of various FOF utilities |
|
|
|
|
|
|
#3 |
|
Grizzled Veteran
Join Date: Oct 2000
Location: Seattle
|
I've seen demos from Natural Motion before - the products they make are very cool. It's a nice product to have to create animations that you just can't easily get from motion-capture (i.e. really dangerous and/or difficult stunt work). With some time and experience using the software, you can generate some very impressive results.
However, if you try to run their software at runtime as a real-time physics simulator, it's a tremendous performance hit. I'm not surprised that they are saying the camera for this game is going to be a close 3rd person view - I'd bet they'll have real trouble running 22 players in real-time using their physics simulation without really slowing their frame rate. I'll be very curious to see actual gameplay footage to see just what they are able to run at an acceptable framerate, and what camera views they may be limited too in order to achieve this (or what they have to cut or limit elsewhere in the game to maintain respectable framerate). Anyway, seems like this is primarily a way to advertise their product - we'll see how much depth there is to the game outside of just setting up collisions and watching the results. |
|
|
|
|
|
#4 |
|
Hall Of Famer
Join Date: Nov 2002
Location: New Jersey
|
From reading that article, I think they are just trying to advertise their engine more. However, it wouldn't shock me if they really are working on a deal with EA and they end up buying the engine to use in a future version of Madden (assuming the limitations that dawgfan mentioned can be overcome.)
|
|
|
|
|
|
#5 | |
|
College Prospect
Join Date: Mar 2002
Location: Michigan
|
Quote:
Beat me to it. ![]() |
|
|
|
|
|
|
#6 |
|
Grizzled Veteran
Join Date: Oct 2000
Location: Seattle
|
EA Tiburon is already using the Natural Motion product Endorphin to both enhance existing motion-capture data and create new motions from scratch. I'd be fairly surprised though if they can use the full capabilities of Natural Motion's real-time product Euphoria within their Madden or NCAA game engines, for the reasons I noted above - real-time physics/IK solutions are very expensive from a frame rate standpoint, and when you have a game like football with 22 players running around at any one time and most of them on-screen, even with the Xbox 360 and PS3, that's a tough expense to overcome.
|
|
|
|
|
|
#7 |
|
General Manager
Join Date: Oct 2000
Location: The Satellite of Love
|
|
|
|
|
|
|
#8 |
|
College Prospect
Join Date: Apr 2003
|
Why wouldn't they use the product to create the animations and then store them to disk instead of rendering them real-time? It seems like it might make it easier to up the total number of animations shipped with the game.
__________________
"All I know is that smart women are hot. Susan Polgar beat me in 24 moves in a simultaneous exhbition. I slept with the scoresheet under my pillow." Off some dude's web site. |
|
|
|
|
|
#9 | |
|
High School Varsity
Join Date: Jul 2003
|
Quote:
You can't really do that. You could use the product to generate and store animations but the reason they look so good is because they are realistically keying of the actual events. If you canned the animations, they would look 'funny' when triggered without the exact circumstances of the original. So you'd have to start manipulating surrounding players to set up the animation.. and all of a sudden, you're back in Madden territory! I guess you could use this to add some animations, but I'd say for the majority of required animations, you'd get something just as good / better from mocap. |
|
|
|
|
|
|
#10 | |
|
High School Varsity
Join Date: Jul 2003
|
Quote:
which I guess is what they're already doing! |
|
|
|
|
|
|
#11 |
|
Pro Starter
Join Date: Jul 2001
Location: Not Delaware - hurray!
|
It's funny - we may look at this years from now and just laugh that all the games of this era used canned animations as an "I can't believe I used to think that was acceptable."
__________________
She loves you, yeah, yeah, yeah, yeah! She loves you, yeah! how do you know? how do you know? |
|
|
|
|
|
#12 |
|
Pro Starter
Join Date: Oct 2000
Location: Cary, NC
|
They could use canned animations (some generated by Natural Motion) for most stuff, then switch to the runtime engine where it matters (tackling).
__________________
-- Greg -- Author of various FOF utilities |
|
|
|
|
|
#13 | |
|
High School Varsity
Join Date: Jul 2003
|
Quote:
I'd wager this is actually what they're doing. It is extremely difficult to procedurally generate realistic human animation. In fact, there's no way they're doing that. What they'll be doing is similar to many FPS's (starting with Hitman? the vertlet integration stuff? - dunno) where they use canned animation for everything where the user has control. Then when you just want to flap around, switch to the ragdoll system. The vid doesn't look exactly like most ragdoll stuff that I've seen, but I bet it's basically a ragdoll system customised a bit for football. It's cool though :-) |
|
|
|
|
|
|
#14 | |
|
Hall Of Famer
Join Date: Sep 2002
Location: Troy, Mo
|
Quote:
I'm thinking the same thing. |
|
|
|
|
|
|
#15 |
|
Hall Of Famer
Join Date: Dec 2003
Location: the yo'
|
It would be amazing if they could somehow combine this with Blitz and AP2k8 to create a great football game.
|
|
|
|
|
|
#16 | |
|
Pro Starter
Join Date: Oct 2000
Location: Cary, NC
|
Quote:
No, actually their stuff is pretty cool. They've added muscle influences to the ragdoll / IK stuff, which is what most ragdoll systems are missing. It's also why it is too expensive to have 22 guys using constantly throughout the engine (although maybe if they can dedicate a couple of cores to it because they aren't doing a lot of other physics or intensive computation, maybe they CAN do 22 guys at once.)
__________________
-- Greg -- Author of various FOF utilities |
|
|
|
|
|
|
#17 | ||
|
Grizzled Veteran
Join Date: Oct 2000
Location: Seattle
|
Quote:
Quote:
|
||
|
|
|
|
|
#18 | ||
|
High School Varsity
Join Date: Jul 2003
|
Quote:
I buy that as the way that they handle the 'flop' - ie, when tackled and user control stops - the kind of places where you expect ragdolls to be used. It's what I meant when I said "customised a bit for football". But there's no way that they'll be using IK for 'normal' animations like running / jumping / throwing the football etc... They *might* be using canned animations with a bit of IK blending but a true IK / procedural approach to things like running etc.. would be way too expensive (in terms of processing power) to be worth while. Plus things like changing direction and cutting would be nigh on impossible to do dynamically in real time. Quote:
I think it'd need more in the region of a supercomputer to run 22 guys at 30fps with real IK. It has to be using mostly canned animation. |
||
|
|
|
|
|
#19 | |
|
Grizzled Veteran
Join Date: Oct 2000
Location: Seattle
|
Quote:
I know that when Natural Motion pitches Endorphin, most of what they show is taking existing animations and layering their IK on top of the motion, and using it as a way to blend between two different existing animations. For example, a running and jump animation and stand up from a crouch, while using Endorphin to create the leap and fall in between those two existing animations. It would make a lot of sense that most of their football game animations are canned and that the real-time computation only happens once a major interaction is ready to happen like a possible tackle. What would be even more interesting is to see how they handle blocking. When I was working on football games I thought that was a harder interaction to get "right" than tackles. |
|
|
|
|
|
|
#20 |
|
General Manager
Join Date: Oct 2000
Location: The Satellite of Love
|
Not sure if any of this has been posted in the various console threads, but I'll bump this and put them all here.
The developers of Backbreaker have been making Developer Diaries of the progress of Backbreaker in IGN. Diary #1 - The euphoria engine: http://xbox360.ign.com/articles/828/828188p1.html Diary #2 - The morpheme engine (animations): http://xbox360.ign.com/articles/838/838035p1.html Diary #3 - Crowds: http://xbox360.ign.com/articles/841/841936p1.html Diary #4 - Rendering: http://xbox360.ign.com/articles/847/847497p1.html Diary #5 - Audio: http://xbox360.ign.com/articles/855/855627p1.html They've been doing one abount every month. And here's a recent interview: http://xbox360.ign.com/articles/854/854993p1.html |
|
|
|
|
|
#21 |
|
Death Herald
Join Date: Nov 2000
Location: Le stelle la notte sono grandi e luminose nel cuore profondo del Texas
|
Terry Tate: Office Linebacker
__________________
Thinkin' of a master plan 'Cuz ain't nuthin' but sweat inside my hand So I dig into my pocket, all my money is spent So I dig deeper but still comin' up with lint |
|
|
|
|
|
#22 | |
|
lolzcat
Join Date: May 2001
Location: williamsburg, va
|
I've been eyeing this a bit the last couple of days, but so far there is basically nothing about the actual GAME. The technology sounds pretty sweet and all - but what about the game? If this has a franchise mode, etc I'll definitely want to give it a shot - but the lack of any discussion there makes me wonder.
__________________
Text Sports Network - Bringing you statistical information for several FOF MP leagues in one convenient site Quote:
|
|
|
|
|
![]() |
| Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
| Thread Tools | |
|
|