Ask the devs : Physics

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  • ajknows
    Banned
    • Oct 2009
    • 114

    #76
    Re: Ask the devs : Physics

    Originally posted by rEAnimator
    The guy who owns the post whistle reactions on the team was reading the thread and just emailed me. He thinks it may be possible to get in, but we need to discuss it with a few other people before we can make a final decision.

    I'll keep you posted.
    I hope this gets worked in, would really be a nice addition to the game.

    Comment

    • Superstarshooter32
      Banned
      • Jun 2010
      • 23

      #77
      Re: Ask the devs : Physics

      Originally posted by kumamae_33
      Agree. Aggressiveness to the basket should be the key into getting to the freethrow line so often and not the ratings.
      Exactly. Everybody in the NBA gets BS fouls called for them and against them. Your aggressiveness determines how much refs favor you, not superstar favoritism.

      Comment

      • Eman5805
        MVP
        • Mar 2009
        • 3545

        #78
        Re: Ask the devs : Physics

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        Seriously, if you really think that a player like Durant or Kobe doesn't get calls, I can't help you see the truth.

        I watched my man Marcus Thornton be as aggressive as anyone (watch the man play and get completely hacked every time he attacked the basket. No call. I've seen Kobe barely get touched...and the whistle blows.

        But even if that doesn't make it in. I think the intensity of the playoffs could be factored in.
        Last edited by Eman5805; 06-30-2010, 09:18 PM.

        Comment

        • TUSS11
          MVP
          • Nov 2007
          • 1483

          #79
          Re: Ask the devs : Physics

          Originally posted by bonannogiovanni
          My biggest pet peeve of the NBA Live series has been the ball/rim/backboard interaction from the mid/long range shooting. Let me explain: it's either nothing but net for a FG made or a hit of the rim for a miss, so whenever the rim comes into play I already know that my shot was unsuccessfull. There are no lucky rolls, rattles or in-and-outs, it's all "binary" and feels scripted (like the system decided beforehand the outcome of a shot). I already heard that the rim does not fall in RTP this year, however has something been made to improve this aspect of the game? Thanks rEAnimator for interacting with the community.
          That was the case with Live 09, but they already addressed that issue last year for Live 10.

          Comment

          • jaosming
            MVP
            • Feb 2006
            • 1138

            #80
            Re: Ask the devs : Physics

            Originally posted by jaosming
            If we were to play as shaq, give him 99 ratings in speed and quickness, would we be able to just plow into the offensive players and throw them down due to the physics at work? Or would an animation play out where shaq would swim around the offensive player?

            What about on fast breaks? Would "mega" Shaq physics destroy a PG going up for a layup if he just ran into the layup animation rather than flicking up to go for the block?

            Are you adding player interactions with the crowd/press/backboard/side dorna/bench/refs/coaches etc etc etc? What about the ball? Can we block it into the crowd now instead of that invisible wall?

            How about animations that would normally go through the rim/backboard (some dunks, blocks, rebounds) Will the player's hand now slap the backboard if going for a chase down block instead of going through the backboard? Or if Birdman is going to weak side help block someone on the other side of the rim, will his hand continue to go right through the rim like in old games or will his block attempt be denied by the rim?

            A short video like that NHL physics one that was released today would be awesome to see.

            Thanks

            Wanted to bump my original questions about the physics since mine got lost in that chase down block discussion.
            NBA 2K11 Community Site Mix
            http://www.youtube.com/watch?v=LhmTCXbfBbQ

            NBA 2K10 Community Site Mix
            http://www.youtube.com/watch?v=0cndytDNb-c

            The people say they're pretty good.

            Comment

            • rEAnimator
              NBA Elite Developer
              • Jun 2010
              • 666

              #81
              Re: Ask the devs : Physics

              Originally posted by michaeljordanjr
              Question - If we're running full speed on defense and take off too close to the hoop could the player hit his head against the backboard? Or would he clip through the background?
              No, he won't hit his head on the backboard. As amusing as that would be, it's not something we wanted to have happen in the game.

              I'm curious if there are any examples of this happening in a real NBA game though. More out of personal curiosity than anything else.

              Comment

              • rEAnimator
                NBA Elite Developer
                • Jun 2010
                • 666

                #82
                Re: Ask the devs : Physics

                Originally posted by bonannogiovanni
                My biggest pet peeve of the NBA Live series has been the ball/rim/backboard interaction from the mid/long range shooting. Let me explain: it's either nothing but net for a FG made or a hit of the rim for a miss, so whenever the rim comes into play I already know that my shot was unsuccessfull. There are no lucky rolls, rattles or in-and-outs, it's all "binary" and feels scripted (like the system decided beforehand the outcome of a shot). I already heard that the rim does not fall in RTP this year, however has something been made to improve this aspect of the game? Thanks rEAnimator for interacting with the community.
                If you dig around you'll see a few other replies of mine on this subject, but bottom line is

                -shot are not scripted this year
                -you should see more interesting ball/rim interaction because the user input directly drives the physics of the ball, resulting in more variety of shots
                -we are using the same underlying ball/rim physics system as last year, with some minor tuning

                Comment

                • rEAnimator
                  NBA Elite Developer
                  • Jun 2010
                  • 666

                  #83
                  Re: Ask the devs : Physics

                  Originally posted by Superstarshooter32
                  What do you mean by that?
                  Let's say you're sprinting full out at a player and you request to jump for a block, but you do it "late" so that if you just jumped with the same speed as you're running, you'd fly into the guy.

                  Your agility should determine how quickly you can kill your forward momentum on the step you take before you leave the ground.

                  Comment

                  • rEAnimator
                    NBA Elite Developer
                    • Jun 2010
                    • 666

                    #84
                    Re: Ask the devs : Physics

                    Originally posted by Bwnarrow3
                    Not sure if this involves physics or if it's been discussed, but are there going to be plenty of tipped up rebounds this year? I remember last year there were a few of those animations, but it was only one player tipping it to himself. In the NBA it seems that there are very few rebounds where one player sees it all the way in to himself and grabs the ball to himself. With the new physics system it would be nice to see the rebound tipped up and players battling for it, since it could be a different result each time. Thoughts?
                    Tips this year will be genuine tips that go into physics, same with deflections on passes and blocks. They will no longer be scripted to a predetermined outcome (like always tipping to yourself).

                    Comment

                    • Pokes404
                      MVP
                      • Jun 2008
                      • 1720

                      #85
                      Re: Ask the devs : Physics

                      Does the physics engine help determine dunk animations? For instance, if I'm hip-to-hip with a defender and go up for a dunk, I don't want to do a spinning, 360, one-handed dunk. In that instance, I want to go up strong and try to finish quickly and/or with power. Or say I have a defender directly behind me, I don't want my player to try a dunk where he brings the ball behind his head because it will give the defender a chance to make a block.

                      In short, will the physics engine realize there's a defender either in direct contact or in close proximity and pick an appropriate dunk, or is it still a roll-of-the-dice as to which dunk animation will be selected?

                      Comment

                      • michaeljordanjr
                        Banned
                        • Jun 2009
                        • 972

                        #86
                        Re: Ask the devs : Physics

                        Originally posted by rEAnimator
                        No, he won't hit his head on the backboard. As amusing as that would be, it's not something we wanted to have happen in the game.

                        I'm curious if there are any examples of this happening in a real NBA game though. More out of personal curiosity than anything else.
                        <object width="640" height="385"><param name="movie" value="http://www.youtube.com/v/mMxar4V9nno&amp;hl=en_US&amp;fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/mMxar4V9nno&amp;hl=en_US&amp;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"></embed></object>

                        Not NBA but college ball. I had exaggerated just to test what kind of physics we're working with. Obviously it would be silly, but a true physics simulation engine simulates even mis-timed jumps right?


                        Originally posted by rEAnimator
                        Tips this year will be genuine tips that go into physics, same with deflections on passes and blocks. They will no longer be scripted to a predetermined outcome (like always tipping to yourself).
                        What determines the accuracy/strength of a tip? In Live 10 every tip in basically went in the same way. Will we see tips off the backboard as well as bouncing off the rim or a swish?

                        Comment

                        • bonannogiovanni
                          MVP
                          • Oct 2004
                          • 1339

                          #87
                          Re: Ask the devs : Physics

                          Originally posted by rEAnimator
                          If you dig around you'll see a few other replies of mine on this subject, but bottom line is

                          -shot are not scripted this year
                          -you should see more interesting ball/rim interaction because the user input directly drives the physics of the ball, resulting in more variety of shots
                          -we are using the same underlying ball/rim physics system as last year, with some minor tuning
                          Could you try and make this experiment for me if it doesn't bother you: go to practise mode, and with an average player attempt 50 jumpers from just inside the three point line, then report back here if you saw at least one occurance where the ball hit the rim and went in. I tried this last year in the hangar, but never happend once.

                          Thank you so much for your time.

                          Comment

                          • HoosierDaddy
                            Pro
                            • Jul 2005
                            • 863

                            #88
                            Re: Ask the devs : Physics

                            Originally posted by Pokes404
                            Does the physics engine help determine dunk animations? For instance, if I'm hip-to-hip with a defender and go up for a dunk, I don't want to do a spinning, 360, one-handed dunk. In that instance, I want to go up strong and try to finish quickly and/or with power. Or say I have a defender directly behind me, I don't want my player to try a dunk where he brings the ball behind his head because it will give the defender a chance to make a block.

                            In short, will the physics engine realize there's a defender either in direct contact or in close proximity and pick an appropriate dunk, or is it still a roll-of-the-dice as to which dunk animation will be selected?
                            Been one of my biggest pet peeves on this series for a long time. Could you please comment on this?

                            Comment

                            • Bwnarrow3
                              Pro
                              • Jan 2008
                              • 526

                              #89
                              Re: Ask the devs : Physics

                              Originally posted by rEAnimator
                              Tips this year will be genuine tips that go into physics, same with deflections on passes and blocks. They will no longer be scripted to a predetermined outcome (like always tipping to yourself).
                              Sweet thanks!
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                              Comment

                              • Tha_Kid
                                All Star
                                • Oct 2002
                                • 6550

                                #90
                                Re: Ask the devs : Physics

                                Are these dunks in the videos released so far placeholders? I've read that the ratings weren't in the game at the time and everyone was tuned to be the quickest and most explosive, and i've read that alot of animations have been added and/or replaced.

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