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Animations being tweaked as we speak

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Old 04-27-2009, 12:54 PM   #65
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Re: Animations being tweaked as we speak

there camera angles and zoom ins with the addition of on the field pass really was a great feature who cares that they put it in first add it to madden its not like that company is ever going to get nfl lic again anyways i just want the best nfl experience.
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Old 04-27-2009, 12:56 PM   #66
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Re: Animations being tweaked as we speak

What would EA do without the internet?

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Old 04-27-2009, 12:57 PM   #67
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Re: Animations being tweaked as we speak

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Originally Posted by xtoddx
Sorry to be THAT guy, but when do we get our paychecks for helping fix Madden 10?

Really, is that necessary?

I think most of us would would like to have EA interaction with OS stick around awhile, wouldn't you?
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Old 04-27-2009, 12:58 PM   #68
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Re: Animations being tweaked as we speak

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Originally Posted by madrob
ian nice touches please let me make a few sugestions
the qbs head needs to be cocked back abit have you ever tried to throw a ball without moving your head forward or back it just dont happen one of the first things you do is jerk your neck back with you head slightly tilted the madden player models look to even neck is in the middle of the shoulder pads and helmet is straight and eye level a qbs really tilts his head back when he is about to bomb it its just a natural motion.

second it would be nice to see some of the qbs pat the ball before they throw it like john elway did and the ability to hit the qb just as he is throwing it and making the ball go strait up in air like a laime duck.

and lastly i would like to see tons of diffrent spirals some perfect some real wobblie resulting from throwing on the run or weather conditions or being hit as thrown all effecting how bad or perfect your spiral is.
This is already in. I recall Ian describing it a while ago and saying that it creates some really great moments when the ball is in the air and both teams are desperately trying to nab it.

EDIT: Actually, that may have been for tipped passes only?
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Old 04-27-2009, 01:01 PM   #69
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Re: Animations being tweaked as we speak

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Originally Posted by Golden28
This is already in. I recall Ian describing it a while ago and saying that it creates some really great moments when the ball is in the air and both teams are desperately trying to nab it.

EDIT: Actually, that may have been for tipped passes only?
sweet if it is in i hope so even having multiple animations for punts would be nice like shanks if you ever seen a shanked punt its ugly
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Old 04-27-2009, 01:03 PM   #70
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Re: Animations being tweaked as we speak

What a great day to be a madden fan!!!!Ian and co. come back from new york and starts a thread to let US,YES,US the community, to say their starting to fix the issues we cried about this weekend.How awsome is this?!!!We are living the dream, we as consumers and fans have a measure of what goes into the game we buy and love!!!it wont be perfect but it will be BETTER.I hope and pray that the madden dream team stays on with us for many more years to come.just the fact that kurt warner throws differently then ben and fallon is light years ahead of 09 already,fixing the throwing bent knee wtf motion,its totally cool that we say something enough and they try to fix it!!!!!Camara angles maybe,this is gonna be the best madden ever!!!!i still have 2k5 and i still like better than any madden current or next gen.But i would LOVE,LOVE to put that game away,and tell my son"I was there the day they fixed madden" And he'll never know what kinda crap we were stuck playin!!!thx Ian and co.VIVA LA USER CAM!!!
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Old 04-27-2009, 01:07 PM   #71
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Re: Animations being tweaked as we speak

Thought I'd summarize and repost the findings from the running animations thread before they got buried:




Like I said earlier, here is what I noticed:

1. Legs - The legs come up to a complete horizontal with the body (think hard right angle here). That's not how people run, unless they are running in place exercising, hitting their hands to knees. I tried to freeze frame it on a couple of examples to show how high the knees are coming up on the Madden portion of the video.

2. Shoulders - APF2K8 has both chest and shoulder movements (the chest is subtle, but there). Madden only has shoulders. APF2K8's pivot point in the center of the stomach gives more as well than Maddens.

3. Canned Animation - APF2K8 has varying length of stride when they run. In Madden, once they hit full stride, it's like a looped animation over, and over again. Add some randomness to the strides (random, not just 2 variations).

4. Camera Angle - APF2K8's camera angle is closer to the player so you get the opportunity to better appreciate the graphics. Simply put, it makes it look better.

5. Speed - Madden is playing too fast, giving the appearance of missing frames, and making a natural running motion look unnatural.

6. Bobbing Up & Down - This can be seen best from the rear view, not sure if I have that for both videos on there, didn't think it was important at the time, but now do. It appears that the Madden runners bob up and down, and the APF2K8 players bob from right to left. The right to left seems more natural. The up and down just looks weird (this is even more noticeable in the NCAA titles). You can kind of see this from the front view as well.

7. Lack of Different Running Styles - Madden doesn't support different running styles. This isn't on display in the video either unfortunately, but APF2K8 actually supports different running styles. If you ever want to see the difference, play a game with Freeman Mcneil (Bronze HB) and then Tony Nathan (Bronze HB). Tony Nathan has this funky head jut forward animation when he runs, like he's trying to get every last bit out of the run.

Here's a nice screen capture that shows how high the leg is going up. The thing is literally parallel with the ground.



Bringing Players to Life
I was thinking the APF2K8 video looked like they were speed walking with as much as the waist / shoulders were moving. The APF2K8 video is definitely not 100% realistic, it's a little exaggerated, but the net result is that it makes the players appear more alive, and IMHO that is key to bringing the game itself to life. It doesn't have to be over the top likes Blitz the League (love both I & II of those games by the way), but it does need just a little extra to make the players feel less stiff and more alive.

Here's a couple more examples where things aren't exactly realistic, but definitely add entertainment value.

APF2K8 has crazy tip animations. Those are definitely NOT realistic, but they are ever so much fun and exciting to behold. Madden has tipped animations this year, but the ball still feels like a dead weight. Madden's implementation is probably closer to the real thing, but again, it makes the game feel dead, and there's no excitement when it's tipped because it's over pretty much as soon as it happens. Part of that is due to the game speed, and the rest is due to how little the ball is tipped. Once again, this is where a little exaggeration can add a lot of excitement and a lot of 'wow' moments to the game.

I can't say enough about the Game Speed. APF2K8 is slow. In fact, it's too slow. You can play it on fast speed, but the fast speed is too fast. The actual speed we need is somewhere in the middle of those two. Madden is just way too fast (I believe I timed Barber running a 4.3 in the game, that was after he was at full speed though to be fair). While there's a lot to be said to playing the game in real time, you lose a LOT of emotion and it reduces the opportunity for gamers to appreciate the graphics and game play. Madden will play and look a lot better just by slowing it down (this has me worried, as the videos I have seen look like they are the same speed). Again, you may have to suspend accuracy to increase enjoyment for the gamer. Personally, I don't care if it's not 100% accurate with regards to the speed, it should be played at a speed that allows gamers to enjoy the game, everything else is secondary.

Still hoping Ian will clarify the missing frames issue during game play.
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Old 04-27-2009, 01:14 PM   #72
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Re: Animations being tweaked as we speak

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Originally Posted by tmulk
This alone gets you a thumbs-up in my book. Keep up the great work.
Same here. I like his sense of humor about the whole thing.

"you can't tell the animations are bad without us pointing them out?"

LOL I admit I was thinking that a few times.
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