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What exactly is the cause for the problem with the running animations?

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Old 04-05-2010, 10:11 PM   #169
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Re: What exactly is the cause for the problem with the running animations?

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Originally Posted by nuckles2k2
Could it be that the guys who are mo-capping the animations for Madden can't hit a full stride in the limited space they have? So we're pretty much getting an overlapping animation of a guy starting his run (or possibly a guy running in place trying to emulate a top speed full stride?)

I could be completely wrong here, but I'm just going off of what we saw in that studio where the new animations were being recorded for Madden 10.

If that is the problem then how can the team fix this, because I do agree that the running animations in all of the next gen Maddens have been pretty poor and they need to be fixed.
"In previous years, when a ball carrier hit the open field for a long breakaway run, his steps would look somewhat choppy. In NCAA Football 11, we were able to implement a longer run cycle for the first time in franchise history, through a new approach in motion capture. By setting up a special field (consisting of 40 yards), this allowed us to capture a full sprint, whereas in years past we had much more limited space."

http://ncaafootball.easports.com/blog.action?blogId=locomotion

Yeah I know the blog is about NCAA but when I read that part I thought to myself "self....this sounds like something that you brought up in the past and was partially ripped for." Turns out I was spot on.

Hopefully this new mo-capped animation makes it's way to Madden 11 as well...I don't see why it wouldn't.
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Old 04-06-2010, 02:08 AM   #170
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Re: What exactly is the cause for the problem with the running animations?

Quote:
Originally Posted by nuckles2k2
"In previous years, when a ball carrier hit the open field for a long breakaway run, his steps would look somewhat choppy. In NCAA Football 11, we were able to implement a longer run cycle for the first time in franchise history, through a new approach in motion capture. By setting up a special field (consisting of 40 yards), this allowed us to capture a full sprint, whereas in years past we had much more limited space."

http://ncaafootball.easports.com/blog.action?blogId=locomotion

Yeah I know the blog is about NCAA but when I read that part I thought to myself "self....this sounds like something that you brought up in the past and was partially ripped for." Turns out I was spot on.

Hopefully this new mo-capped animation makes it's way to Madden 11 as well...I don't see why it wouldn't.
It's actually already been stated that it WILL be in Madden 11.
http://www.operationsports.com/forum...-responds.html
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Old 04-06-2010, 02:45 AM   #171
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Re: What exactly is the cause for the problem with the running animations?

The video of the running back actually running low, is amazing!
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Old 04-06-2010, 02:48 AM   #172
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Re: What exactly is the cause for the problem with the running animations?

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Originally Posted by boooey
You can't go by any promo videos.. don't you remember this one?




Oh boy, they outta get sued for that Madden Next Gen video for 100% false advertisement.
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Old 04-06-2010, 03:00 AM   #173
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Re: What exactly is the cause for the problem with the running animations?

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Originally Posted by cletusdog
Oh boy, they outta get sued for that Madden Next Gen video for 100% false advertisement.
After watching that promo again... I'm glad it didn't turn out that way. That looks atrocious. It was like watching NFL Blitz.
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