So utilizing a 59 pt scale to house the triggering points for both single model and multi-model animations/interactions brings clarity to the issue and how the limitations really impact what can be done.
So since the limitations will not allow the translation of so many dynamic interactions that happen during any given one play to be translated over into the game (as we all would like) to make gameplay more fluid/dynamic, developement has had to use animations that are "Generalized" for all models no matter height/weight/position.
(ie "Youtube Vids" of a Punter blocking a DL the same as an OL etc...)
Is there an established number/limit of animations that the game is held to (ex 600)
or does that number vary depending on the amount of space taken by each animation?
Instead of posting another wish list, some brainstorming with what we currently have.
WR/DB LOS "Struggle" Animation:
What Ratings tie into the WR/DB animations/interaction at the LOS or is it an animation that's automatically triggered?
My thought:
- Could this animation be patched/tuned into the OL/Def Player interaction?
- It's a LOS "Struggle" animation that's already there and represents the initial struggle that would occur anyway before any defensive moves are performed.
A) This would help clean up many OL/DL issues:
1) It would aid in plays like screens animating properly across the board because...
- QB drop back screen animation have proper time to animate w/out making that animation so fast that the QB will be standing there bouncing up-n-down waiting.
2) Just like at the end of WR/DB "LOS Struggling" animation were the DB breaks out of the animation and animates as though he's passing the WR to his teammate, this animation could be used to animate out in the exact same way with the OL, thus...
- allowing the pocket to be more dynamic in how it's formed instead of the forced pre-defined pocket that has G's and RB's simply dropping back, standing and waiting to be triggered into an animation or sliding behind other OL to simulate picking up a block for the sake of forming a pocket.
B) It's the answer to "Blocks" on Special Teams.
1) This animation creates "lanes" within the LOS for blocks to occur.
- lanes would be dynamic instead of pre-canned/determined allowing blocks to come from anywhere.
2) K/P kicking animation speed can be coded to vary (faster to slower) as these LOS "Struggle" animations animate, aiding in blocks while adding another dynamic variable to the Special Teams.
*** would make these players actually play a role in the game.
Ratings would con't to dictate how fast a player breaks away/out of this animation inside these two thoughts.
This LOS "Struggle" Animation happening on the perimeter of the line, does not stray too far away from the struggle that happens in the interior of the line.
- maybe it can be chained from player to player on the LOS
Again, because the consoles place a limitation on the number of animations this game can have available, we must be creative and look at utilizing what's already being used in the game as an animation aid to other areas/interactions that need help.
Just thingking outside the box!!!