Hey guys,
So I looked around all morning and put together a video of basically what would be a very small (but core) set of edge pass rush moves for whenever the time would come that we attack this OL/DL re-vamp. Obviously we'd have a lot more variety and try to do some player-styles too, but this is just a nice sampling of moves. If you want to see more specific ones (like bull rush or something), let me know and I can look for them.
Implementation wise, the way it might work could be something like:
1. Initial moves go to... ->
2. Lowered Locomotion (very short time, if at all) which goes to... ->
3. Get Engaged Moves ->
3a. All the "Get Engaged" moves would have branch windows that allow you to break out of the engagement. These would be trigger the "Non-Engaged" pass rush moves in the video. ->
4. If you don't get out of the move during the branch window, you get "engaged", which would be the looping 2 man "rip-sunk" animation (or a normal Head-Up animation obviously too based on your gap / pass rush assignment). This could loop for a really short time (i.e. maybe 2 steps) or all the way around the pocket if we want to. Key control details for these looping animations are:
4a. Be ever-so-slightly "steer-able" so you feel like you're still in control. The better you are as a DL, the more steering control / feel you have. This part bugged me about 2k because those edge rushing animations (like Too Tall Jones) were just really long canned animations.
4b. Be "branch-able" at any time for special moves or sacks. Again, the thing that bugged me about 2k's was though they could branch out into sacks, you couldn't do anything as a user during that time. I'd really like to get the guy looping around the edge then be able to set him up with a sick spin move a la Freeney.
So the reason I am doing this is because I am hoping to get your feedback...just check out the moves and let me know what you think. Where can they be improved, or, if they are un-salvageable, do we need to re-capture any of these? Or do they look good to go?
I know off-hand my personal feedback is often that the OL looks like he is giving up a little bit (always a big problem in mocap), but that can obviously be fixed by the animators as they transfer the mocap to game-ready anim data. Another question I had for you all is...what is the desired behavior after the OL gets beat? I noticed in the first clip in the 2k8 video the OL turn and ran after the DL that just beat him, whereas I think most of our capture (and logic) would have him actually get back to pass blocking and look for the next possible threat. Thoughts?
PS is there a way to embed Vimeo videos?