NBA Elite 11 Blog: Real Physics

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  • rEAnimator
    NBA Elite Developer
    • Jun 2010
    • 666

    #46
    Re: NBA Elite 11 Blog: Real Physics

    Originally posted by krazyboy225
    not quite true... the number of two player canned animations, the less control you have.. but having 1000 dunk animations as supposed to 100 does not reduce the amount of control you possess. Same thing with signature animations, giving d-will a different dribbling package from iverson does not reduce the amount of control you have but it does distinguish both players from each other.
    This is correct.

    Now, part of where the tradeoff comes in is in terms of variety.

    (the numbers I'm about to use are in no way correct, I'm just using them to make a point)

    Last year we may have had 50 rebound animations. Each one looks completely different, but there's not enough coverage to be able to catch the ball in every possible situation so you may have to warp the ball, and you'd be locked into the animation once it starts, making it impossible to change what you're doing if the ball is deflected.

    This year, we may actually have 60 animations in the game, but they are used in a completely different way. We have many animations that look similar, but have subtle differences to meet the requirements of the physics system. We also have animations to support the collision system, and altering the players action while he's mid flight.

    So technically we have more animations, but many of them have the same general look to them but have functional differences to support the physics system.

    And because our animations are blended together, have IK applied to them, and are driven by physics, they are more reactive and technically look different every time.

    But whether that difference reads as variety to you is a very subjective thing.

    Makes answering questions about animation variety much more difficult than before.

    I hope that makes sense.

    Comment

    • mario_2324
      Rookie
      • Jul 2010
      • 144

      #47
      Re: NBA Elite 11 Blog: Real Physics

      Originally posted by rEAnimator
      This is correct.

      Now, part of where the tradeoff comes in is in terms of variety.

      (the numbers I'm about to use are in no way correct, I'm just using them to make a point)

      Last year we may have had 50 rebound animations. Each one looks completely different, but there's not enough coverage to be able to catch the ball in every possible situation so you may have to warp the ball, and you'd be locked into the animation once it starts, making it impossible to change what you're doing if the ball is deflected.

      This year, we may actually have 60 animations in the game, but they are used in a completely different way. We have many animations that look similar, but have subtle differences to meet the requirements of the physics system. We also have animations to support the collision system, and altering the players action while he's mid flight.

      So technically we have more animations, but many of them have the same general look to them but have functional differences to support the physics system.

      And because our animations are blended together, have IK applied to them, and are driven by physics, they are more reactive and technically look different every time.

      But whether that difference reads as variety to you is a very subjective thing.

      Makes answering questions about animation variety much more difficult than before.

      I hope that makes sense.
      Makes alot of since.....You may have a number of animations that may look the same but occur in a diff way due 2 physics and situation....hmmmm sounds good. I like the trade off

      Comment

      • Young Murder
        Banned
        • Jul 2010
        • 64

        #48
        Re: NBA Elite 11 Blog: Real Physics

        Originally posted by rEAnimator
        This is correct.

        Now, part of where the tradeoff comes in is in terms of variety.

        (the numbers I'm about to use are in no way correct, I'm just using them to make a point)

        Last year we may have had 50 rebound animations. Each one looks completely different, but there's not enough coverage to be able to catch the ball in every possible situation so you may have to warp the ball, and you'd be locked into the animation once it starts, making it impossible to change what you're doing if the ball is deflected.

        This year, we may actually have 60 animations in the game, but they are used in a completely different way. We have many animations that look similar, but have subtle differences to meet the requirements of the physics system. We also have animations to support the collision system, and altering the players action while he's mid flight.

        So technically we have more animations, but many of them have the same general look to them but have functional differences to support the physics system.

        And because our animations are blended together, have IK applied to them, and are driven by physics, they are more reactive and technically look different every time.

        But whether that difference reads as variety to you is a very subjective thing.

        Makes answering questions about animation variety much more difficult than before.

        I hope that makes sense.
        So signature moves would'nt be driven by physics?

        Comment

        • rEAnimator
          NBA Elite Developer
          • Jun 2010
          • 666

          #49
          Re: NBA Elite 11 Blog: Real Physics

          Originally posted by Young Murder
          So signature moves would'nt be driven by physics?
          No, signature moves use the same system as all the other moves.

          Comment

          • dexvex
            Rookie
            • Jul 2007
            • 208

            #50
            Re: NBA Elite 11 Blog: Real Physics

            Originally posted by rEAnimator
            This is correct.

            Now, part of where the tradeoff comes in is in terms of variety.

            (the numbers I'm about to use are in no way correct, I'm just using them to make a point)

            Last year we may have had 50 rebound animations. Each one looks completely different, but there's not enough coverage to be able to catch the ball in every possible situation so you may have to warp the ball, and you'd be locked into the animation once it starts, making it impossible to change what you're doing if the ball is deflected.

            This year, we may actually have 60 animations in the game, but they are used in a completely different way. We have many animations that look similar, but have subtle differences to meet the requirements of the physics system. We also have animations to support the collision system, and altering the players action while he's mid flight.

            So technically we have more animations, but many of them have the same general look to them but have functional differences to support the physics system.

            And because our animations are blended together, have IK applied to them, and are driven by physics, they are more reactive and technically look different every time.

            But whether that difference reads as variety to you is a very subjective thing.

            Makes answering questions about animation variety much more difficult than before.

            I hope that makes sense.
            I don't think anybody on here should have a problem with rebounding animations especially with the new physics because everybody pretty much rebounds the same way.

            Where most would like to see some variance is things like crossovers, different layup/dunk packages, and other things to help differentiate and replicate the different styles in the real game.It kinda takes away form the experience when you see the same crossover animations from a guy like D.Rose being played exactly the same as a KD. You guys did some great things with the different momentums and such last year and with all the under-the-hood additions this year its a little selfish to expect 2k's animation depth this year but hopefully you will look into this next year as many agree it helps add to the experience.......
            Last edited by dexvex; 07-31-2010, 02:39 PM.

            Comment

            • Young Murder
              Banned
              • Jul 2010
              • 64

              #51
              Re: NBA Elite 11 Blog: Real Physics

              Originally posted by rEAnimator
              No, signature moves use the same system as all the other moves.
              So do you think signature moves can be added to all players while using RTP?

              Comment

              • rEAnimator
                NBA Elite Developer
                • Jun 2010
                • 666

                #52
                Re: NBA Elite 11 Blog: Real Physics

                Originally posted by mario_2324
                Makes alot of since.....You may have a number of animations that may look the same but occur in a diff way due 2 physics and situation....hmmmm sounds good. I like the trade off
                I don't want to sounds sensationalist when I say this, but technically speaking we have an infinite number of animations.

                Because the animations are blended in parallel, driven by physics and altered by IK, you'll never see the exact same pose twice for animations that work under that system.

                Things like off play reactions don't fall into that category, but 90% of the animations you see in gameplay are.

                Comment

                • NoTiCe_O
                  Pro
                  • May 2009
                  • 969

                  #53
                  Re: NBA Elite 11 Blog: Real Physics

                  I agree that signature moves does add more to the game, and not just signature shots.

                  Since you guys have the controls so seperated you should be able to do signature animations very well, maybe not this year.

                  but for instance, if a upward left scoop control does a left handed layup then different players should have more signature types of left handed layup, so Kobes left handed layups should look different from lebrons.

                  Even the driblble moves, if a full left-to-right U does a spin, than different players should have a different looking spin moves while still doing the same gesture, that goes for thru the legs, behind the back, left to right dribbles, hesitations crossovers, in n outs etc. You guys should just put different animations for different players even tho its all the same control
                  Twitter - @OtistheOriginal

                  Comment

                  • rEAnimator
                    NBA Elite Developer
                    • Jun 2010
                    • 666

                    #54
                    Re: NBA Elite 11 Blog: Real Physics

                    Originally posted by dexvex
                    I don't think anybody on here should have a problem with rebounding animations especially with the new physics because everybody pretty much rebounds the same way.

                    Where most would like to see some variance is things like crossovers, different layup/dunk packages, and other things to help differentiate and replicate the different styles in the real game.It kinda takes away form the experience when you see the same crossover animations from a guy like D.Rose being played exactly the same as a KD. You guys did some great things with the different momentums and such last year and with all the under-the-hood additions this year its a little selfish to expect 2k's animation depth this year but hopefully you will look into this next year as many agree it helps add to the experience.......
                    I'm pretty sure that will be a focus for next year (although the direction has yet to be set...we're focused on finishing this year's game).

                    We didn't do a horrible job at it this year though, and you'll see some player differentiation in this years game that you didn't see last year.

                    But it definitely wasn't our focus.

                    That may disappoint some people, but please reserve judgment until you've tried the game.

                    With the new controls and physics, this will be the closest thing to playing real basketball we've ever offered up in a video game.

                    And if you have fun playing basketball, you're going to love playing this game.

                    Comment

                    • Muzyk23
                      MVP
                      • Feb 2003
                      • 4192

                      #55
                      Re: NBA Elite 11 Blog: Real Physics

                      Originally posted by rEAnimator
                      Are you worried about the quality level of individual animations or the number of animations in the game?
                      more concerned with the latter though the former has also been lacking

                      let's take Live 10 - many animations looked good (not great though) but the biggest gripe was that there were not many of them overall, which made the game play flat
                      NBA

                      Comment

                      • Bmlives
                        Rookie
                        • Apr 2009
                        • 52

                        #56
                        So is it possible to do things out of the ordinary, such as when Kobe or Lamar Odom come from the Left side of the right and lay it up with the hand closest to the rim instead of the tradition farthest hand?

                        Honestly, As cool as sig shots/movements are, As long as I'm able to do whatever with any play, that's enough for me. I can stand Dirk not lifting a leg every time he fades away, as long as I'm able to back down, fake right, fake left, head fake to the left, then turn around to the right for the fade away jump shot.

                        So yeah, my question still is, is it possible to do ANY thing I want? Or are there things like wrong handed lay-ups left out of the game?

                        Comment

                        • rEAnimator
                          NBA Elite Developer
                          • Jun 2010
                          • 666

                          #57
                          Re: NBA Elite 11 Blog: Real Physics

                          Originally posted by Bmlives
                          So is it possible to do things out of the ordinary, such as when Kobe or Lamar Odom come from the Left side of the right and lay it up with the hand closest to the rim instead of the tradition farthest hand?

                          Honestly, As cool as sig shots/movements are, As long as I'm able to do whatever with any play, that's enough for me. I can stand Dirk not lifting a leg every time he fades away, as long as I'm able to back down, fake right, fake left, head fake to the left, then turn around to the right for the fade away jump shot.

                          So yeah, my question still is, is it possible to do ANY thing I want? Or are there things like wrong handed lay-ups left out of the game?
                          This is a great point.

                          Yes, you can do all of these things, since you are in control of the player you can make him play as much as his real life counterpart as you want.

                          And we're working hard to ensure that the AI does the same when it's in control.

                          But at the end of the day, when you're controlling a player, what moves they use are completely under your control. How successful they are with those moves is based on player ratings and how well you executed the move.

                          Comment

                          • Bmlives
                            Rookie
                            • Apr 2009
                            • 52

                            #58
                            Alright, cool. Because there are several moments in a game of basketball where going against the textbook is key to making a play. So it's good to hear I finally take right handed layups from the left side of the rim.

                            Now I just want to know how passing will work and how fancy we can get with that, or if it's the same as last year. Last year drove me crazy. It's like no matter what, when freestyle passing on a break, if there was an open man, It would always miss and pass to some other guy. When it worked, it worked. But that's just frustrating missing out wide open guys when you flick the stick in their direction only to have the pass go completely elsewhere. I hope the aiming or AI of the freestyle passing is better this time around, or just bring the icons back.

                            Comment

                            • 23
                              yellow
                              • Sep 2002
                              • 66469

                              #59
                              Re: NBA Elite 11 Blog: Real Physics

                              Originally posted by Nokstar
                              Do you understand the more animation...the less control you have tho? Would u rather have more animations and less controll?
                              Im sorry man but thats one of the most off things I've ever read on here.

                              The only issue is being able to branch the animations.. I really hope you guys will not sit here and tell yourselves that less is better.

                              Comment

                              • rEAnimator
                                NBA Elite Developer
                                • Jun 2010
                                • 666

                                #60
                                Re: NBA Elite 11 Blog: Real Physics

                                Originally posted by Bmlives
                                Alright, cool. Because there are several moments in a game of basketball where going against the textbook is key to making a play. So it's good to hear I finally take right handed layups from the left side of the rim.

                                Now I just want to know how passing will work and how fancy we can get with that, or if it's the same as last year. Last year drove me crazy. It's like no matter what, when freestyle passing on a break, if there was an open man, It would always miss and pass to some other guy. When it worked, it worked. But that's just frustrating missing out wide open guys when you flick the stick in their direction only to have the pass go completely elsewhere. I hope the aiming or AI of the freestyle passing is better this time around, or just bring the icons back.
                                Regular passing has been re-tuned, freestyle passing has been re-tuned and we do have icon passing.

                                So hopefully you'll like what you get.

                                Comment

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