Ask the devs : Physics

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  • mharlem
    Banned
    • Jul 2005
    • 137

    #91
    Re: Ask the devs : Physics

    Originally posted by Tha_Kid
    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.
    Welcome to EA Forums, where you can chat about games with other players, help each other out, share feedback, and report issues you’re having with EA games.

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    • Tha_Kid
      All Star
      • Oct 2002
      • 6550

      #92
      Re: Ask the devs : Physics

      That link offers nothing new to me nor does it answer my specific question.

      Comment

      • 2kfanatic
        Rookie
        • Dec 2008
        • 437

        #93
        Re: Ask the devs : Physics

        Will the real time physics apply to players bumping into another teammate?

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        • ctindal21@yahoo.com
          Rookie
          • May 2010
          • 453

          #94
          Re: Ask the devs : Physics

          Two Questions:

          will it not be impossible to score consistently on Superstar level???
          will there actually be a post up button this year???
          CFB- Miami Hurricanes
          NFL- Oakland Raiders
          CBB- Kentucky Wildcats
          NBA- New York Knicks


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          • rEAnimator
            NBA Elite Developer
            • Jun 2010
            • 666

            #95
            Re: Ask the devs : Physics

            Originally posted by jaosming
            <table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr></tr><tr><td style="background-image: url(&quot;/vBulletin/images/quotes/04.gif&quot; width: 37px; height: 1px;" width="37">
            </td> <td style="background-image: url(&quot;/vBulletin/images/quotes/00.gif&quot; width: 100%; height: 1px;" width="100%"> 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

            </td></tr></tbody></table>
            Good question.

            "Mega" Shaq in your example would feel considerably stronger than other players. When he went to dunk on people he would knock them over more often than getting knocked over himself.

            In the post he would be able to gain position on his defender.

            But you won't see a freak of nature freight train able to run down the lane a knock everyone over for an easy dunk every time.

            The game is still grounded in reality, and it is still balanced.

            As for the other two questions:

            -there is no interaction with the crowd this year
            -we are not detecting collisions with the player's body and the backboard in the way you describe. Our goal is to play animations that do not pass through those object, just like real life.

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            • rEAnimator
              NBA Elite Developer
              • Jun 2010
              • 666

              #96
              Re: Ask the devs : Physics

              Originally posted by jaosming
              Wanted to bump my original questions about the physics since mine got lost in that chase down block discussion.
              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?
              Through physics and through other means, the dunk system is able to determine if the dunk is in traffic or not, and will choose a different dunk animation appropriate to that situation.

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              • rEAnimator
                NBA Elite Developer
                • Jun 2010
                • 666

                #97
                Re: Ask the devs : Physics

                Originally posted by michaeljordanjr
                <object height="385" width="640">


                <embed src="http://www.youtube.com/v/mMxar4V9nno&hl=en_US&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" height="385" width="640"></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?




                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?
                The speed of the arm/hand at the point of contact and the velocity of the ball determine the speed and direction of the tip. They always looked the same last year because there were specific tip animations and the ball would follow exactly what the animation said it should do.

                This year the physics drives the ball so you won't see the same repetitive outcomes as last year.

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                • rEAnimator
                  NBA Elite Developer
                  • Jun 2010
                  • 666

                  #98
                  Re: Ask the devs : Physics

                  Originally posted by bonannogiovanni
                  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.
                  I don't really have time to do 50 shots, but what I was able to do was slow the game down to half speed (in ANT, our development tool) and come up just a little short so as to hit the front rim, but on the inside of the front rim.

                  It only took me 10 shots to get the result I was after, front rim, bounce on to the backboard, then back into the net.

                  Now, I was playing in slow motion so it was kind of cheating. You may not be able to hit that kind of precision in real time, but the result you're asking about is definitely possible.

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                  • rEAnimator
                    NBA Elite Developer
                    • Jun 2010
                    • 666

                    #99
                    Re: Ask the devs : Physics

                    Originally posted by Tha_Kid
                    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.
                    Some are placeholder, some will ship in the final product.

                    And you are correct, there were no ratings in the videos and there are only a fraction of the final animations in the builds those videos were taken from.

                    Comment

                    • rEAnimator
                      NBA Elite Developer
                      • Jun 2010
                      • 666

                      #100
                      Re: Ask the devs : Physics

                      Originally posted by 2kfanatic
                      Will the real time physics apply to players bumping into another teammate?
                      Yes.

                      Comment

                      • Haval93
                        Pro
                        • Jan 2008
                        • 512

                        #101
                        Re: Ask the devs : Physics

                        rEAnimator


                        Any chance you can answer my questions on page 8? It's pretty long so I don't think it would be wise to repost it again.

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                        • rEAnimator
                          NBA Elite Developer
                          • Jun 2010
                          • 666

                          #102
                          Re: Ask the devs : Physics

                          Originally posted by Haval93
                          rEAnimator

                          Had a question about animations. In last years title, dunk animations in particular were very few and not very signature to players. What I mean is Kobe, King James, Wade, and Dwight were doing all the same dunks, no real signature to them. It goes for everyone else in the game, everybody had the same dunks and there was no variety. With that said I have two questions...

                          1.) How many dunk animations will make it in this year? Last year talking to Mike he said you guys only had about 100+ dunk animations. Are you guys going for 300+ dunk animations this year or what?

                          2.) Are you guys going to variate the animations this year so we don't have Wade and Kobe doing Lebron James type dunks?


                          Really hope you guys added tons of new dunks because it's been the same thing for the past 4+ years and with the same answer of next year we will incorporate more things. That next year was a couple of years ago and it's time for that now. 2K is killing you guys in this area and I can't believe it hasn't been address yet. Old-Gen of Live had tons of dunks and variety; I don't understand how you guys could take a step back.
                          We are re-using a lot of last year's dunk animations, and there are some new ones in there as well. I don't have a number for you though. I'm not even sure if they are all in yet.

                          There will be signature dunk packages, but I'll be honest, that was not a focus for this year. I don't know the specific number of dunk packages either.

                          I wish I could give you a better answer, but that's where it stands. I hope you at least appreciate the honesty

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                          • kumamae_33
                            Rookie
                            • Oct 2009
                            • 90

                            #103
                            Re: Ask the devs : Physics

                            Will the real time physics able to do these?

                            Jumping while in stationary position + no dribble = less elevation vs running/sprinting and then take off = high elevation. Or your elevation will be the same regardless of your momentum?

                            And actually the dunks in Live 10 are too arcadish. Too many pump dunks & razzle dazzle dunks especially in traffic. I hope in Elite 11 two handed jam & one hand dunk should be used most often especially while dunking in traffic. Fancy dunks should only occur if the player is wide open not when he's in traffic.
                            Last edited by kumamae_33; 07-04-2010, 02:40 PM.

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                            • Haval93
                              Pro
                              • Jan 2008
                              • 512

                              #104
                              Re: Ask the devs : Physics

                              Originally posted by rEAnimator
                              We are re-using a lot of last year's dunk animations, and there are some new ones in there as well. I don't have a number for you though. I'm not even sure if they are all in yet.

                              There will be signature dunk packages, but I'll be honest, that was not a focus for this year. I don't know the specific number of dunk packages either.

                              I wish I could give you a better answer, but that's where it stands. I hope you at least appreciate the honesty
                              It alright, at least you were honest. Hopefully next year you guys really tackle dunks and other signature things.

                              I have another question, will blockers also be able to adjust their body's in-mid-air to get a second block attempt? No game has this, as soon as you press the block button in the game you wish and hope you get a block, but in real life you can twist and turn and adjust your hands to try to block the shot, are we going to have this type of control? It's disappointing because no game really gives you control over blocks and how you can approach and react.

                              I have an idea of implementing this idea, same concept as you were in-mid-air on offense, you can adjust your shot to the left or the right; for defense when a player goes up and see's the offensive player adjust, he can move his stick to the left or right to adjust his arms and try to block it. It really gives the defensive player an option to also adjust and counter the shot, it balances out on both sides, so when you adjust your shot on offense you better know that the other person can adjust too. It will make the players feel like they are a true shot blocker and can the make defense even better.

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                              • rEAnimator
                                NBA Elite Developer
                                • Jun 2010
                                • 666

                                #105
                                Re: Ask the devs : Physics

                                Originally posted by Haval93
                                It alright, at least you were honest. Hopefully next year you guys really tackle dunks and other signature things.

                                I have another question, will blockers also be able to adjust their body's in-mid-air to get a second block attempt? No game has this, as soon as you press the block button in the game you wish and hope you get a block, but in real life you can twist and turn and adjust your hands to try to block the shot, are we going to have this type of control? It's disappointing because no game really gives you control over blocks and how you can approach and react.

                                I have an idea of implementing this idea, same concept as you were in-mid-air on offense, you can adjust your shot to the left or the right; for defense when a player goes up and see's the offensive player adjust, he can move his stick to the left or right to adjust his arms and try to block it. It really gives the defensive player an option to also adjust and counter the shot, it balances out on both sides, so when you adjust your shot on offense you better know that the other person can adjust too. It will make the players feel like they are a true shot blocker and can the make defense even better.
                                We do allow the blocker to adjust his arm and body position mid flight, but currently it is done automatically to try and track the ball as best as possible.

                                Your idea of making this user controlled is a good one though.

                                My only worry is that blocking may be too difficult if this were manual. But an override as you suggest may work out nicely.

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