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Old 08-12-2010, 11:26 PM   #32
michaeljordanjr
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Join Date: Jun 2009
Location: Chicago
Re: NBA Elite 11 Video: Quick Clip #5

Quote:
Originally Posted by dirtypuppet
Overall apart from a few visual quirks which have been listed already, I'd say that this sequence plays out the correct result. I look forward to controlling the 'feel' of such moments.

Only major visual quirk for me (apart from the foot sliding) is how high KG gets up. He almost jumps a tad high to begin with, but once contact is made he shoots up even higher (head near the rim). rEAnimator, is there any way to tune this? Verticals seems to be a constant flaw in Elite/Live. Even Kobe, who can get up that high, is probably stretching it at this point in his career. Sure it's possible, but it shouldn't be the norm.

Another small thing I noticed. When Kobe beat Allen, you can see the separation of arms to legs that has mentioned over and over. His arms follow up along Kobe's torso, attempting to somewhat follow the ball/action. Now it looks a tad awkward, but I like how I can see it's more of a dynamic animation rather than a canned 'out of position shot challenge' animation. Good effort on that one (and hopefully there's lots of little things like this all throughout the game)
One possible solution is to calculate leg strength at lift off and weight momentum to calculate maximum vertical. This way one attribute isnt carrying the outcome but rather a more realistic calculation which occurs in real life.

There should be a stand still vertical, a one foot and two foot lift off vertical. Also, the speed of the player + leg strength and number of feet should come into play.
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