07-31-2010, 03:25 PM
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#48
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Banned
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Re: NBA Elite 11 Blog: Real Physics
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Originally Posted by rEAnimator |
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This is correct.
Now, part of where the tradeoff comes in is in terms of variety.
(the numbers I'm about to use are in no way correct, I'm just using them to make a point)
Last year we may have had 50 rebound animations. Each one looks completely different, but there's not enough coverage to be able to catch the ball in every possible situation so you may have to warp the ball, and you'd be locked into the animation once it starts, making it impossible to change what you're doing if the ball is deflected.
This year, we may actually have 60 animations in the game, but they are used in a completely different way. We have many animations that look similar, but have subtle differences to meet the requirements of the physics system. We also have animations to support the collision system, and altering the players action while he's mid flight.
So technically we have more animations, but many of them have the same general look to them but have functional differences to support the physics system.
And because our animations are blended together, have IK applied to them, and are driven by physics, they are more reactive and technically look different every time.
But whether that difference reads as variety to you is a very subjective thing.
Makes answering questions about animation variety much more difficult than before.
I hope that makes sense.
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So signature moves would'nt be driven by physics?
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