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Old 04-05-2009, 10:01 PM   #9
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Re: LMAO At The QB After A False Start!

Relieving.
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Old 04-05-2009, 10:03 PM   #10
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Re: LMAO At The QB After A False Start!

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Originally Posted by KANE699
Relieving.
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Old 04-05-2009, 10:14 PM   #11
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Re: LMAO At The QB After A False Start!

I'm really lovin this....instead of leaving animations in and just tweaking them, you guys are actually going "under the hood" to see what went wrong and correcting them!
Also, instead of the usual "we know this animation's goofy, but we're hoping to fix it in a patch" you're taking the approach of "it needs to go-NOW."

Thanks Ian!
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Old 04-05-2009, 10:17 PM   #12
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Re: LMAO At The QB After A False Start!

Ian-

Were you guys able to do anything about the QB freeze pose when he throws deep (the one where he puts his hands out in front, bends his knees & freezes?
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Old 04-05-2009, 11:15 PM   #13
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Re: LMAO At The QB After A False Start!

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Originally Posted by Guillotine 1
Ian-

Were you guys able to do anything about the QB freeze pose when he throws deep (the one where he puts his hands out in front, bends his knees & freezes?
Wait what?


Like this?
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Old 04-05-2009, 11:29 PM   #14
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Re: LMAO At The QB After A False Start!

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Originally Posted by mKoz26
Wait what?


Like this?
I know what he's talking about .. it actually does look like that, but just a bit less exaggerated
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Old 04-06-2009, 12:04 AM   #15
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Re: LMAO At The QB After A False Start!

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Originally Posted by Ian_Cummings_EA
Yeah, it's fixed. New functionality was added in 09 for the ability for an animator to actually pre-set the player's initial velocity in his next animation as he blended out of the previous animation. This helped immensely in blending quality...say you come out of an initial move they could set that they player was maybe at 50% top speed (instead of top speed right away like it always had been).

Well for whatever reason the QB's dead ball reaction animation had his initial velocity set to full sprint (instead of stand still), so he just takes off and then slows down. Ugly.
ummm.....huh?
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Old 04-06-2009, 12:11 AM   #16
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Re: LMAO At The QB After A False Start!

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Originally Posted by splff3000
ummm.....huh?
He's saying as opposed to each new animation starting the player at full speed, they are able to set the speed of the player before the animation is triggered. For example during a stiff arm animation they can decide, rather than him starting the animation traveling at full speed, he traveled at 80% of his full speed, which allows it to smoothly transition between the two animations. That way he doesn't go from traveling slowly in one animation and then immediately speed burst in the second.

The problem with this specific animation is that they set the QB's speed to travel at full speed for after the whistle blows. Because of that, as soon as the whistle blows and his animation is triggered, he immediately goes into a full speed dash because, whereas if it was set 10% he would trot forward realistically.

Could be wrong but thats how it sounded to me. That sounds like an awesome tool also because it you can set how much a specific animation slows someone down based on more than just the individual animation itself. Is this tied into ratings at all or is each animation set at the same for every player? For example is a big RB like Jacobs able to keep maintain his speed a little better after contact than a smaller back? I'm sure it's not as simple as I'm making it sound since there is a lot of branching and blending involved, so maybe that's where this issue is taken care of.

Last edited by NYyankz225; 04-06-2009 at 12:22 AM.
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