Why still floaty unrealistic ragdolls?

Post » Mon Jun 20, 2011 5:12 pm

Realistic:

Pretty much any havok ragdoll game.

Unrealistic:

The gameplay demo when the dragon picks up the enemy and drops him. He falls at like 2 feet per hour.

The giant was dropped while the dragon was climbing, the dragon was also flying away from the player. The gravity first had to cancel the upward movement before it can accelerate something downward, that the giant was moving away from us also make it appears slower.

Yes it’s limits on falling speed in the game you will not reach 200 km/h in freefall, however this is not a complicated issue, gravity is kind of the essence In a physic engine, either Bethesda had set maximum fall speed to 2 feet/ hour for fun or it’s look like an illusion to people who don’t understand physic.
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Czar Kahchi
 
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Post » Mon Jun 20, 2011 9:52 pm

I think they have to cap the speed of fall rate.

The setting I think would be Max Linear Velocity. I guess when you don't cap it below terminal velocity, things might fly across the screen super fast.
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Jordan Moreno
 
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Post » Mon Jun 20, 2011 5:02 pm

uh oh. Game's ruined. I'm off to find a new series. :facepalm:
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suzan
 
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Post » Mon Jun 20, 2011 10:58 pm

The giant was dropped while the dragon was climbing, the dragon was also flying away from the player. The gravity first had to cancel the upward movement before it can accelerate something downward, that the giant was moving away from us also make it appears slower.

Yes it’s limits on falling speed in the game you will not reach 200 km/h in freefall, however this is not a complicated issue, gravity is kind of the essence In a physic engine, either Bethesda had set maximum fall speed to 2 feet/ hour for fun or it’s look like an illusion to people who don’t understand physic.

That and his position not looking right as he fell i think can be explained by him not being dead. The dragon didn't kill him. He had more than half health when he was picked up. I bet he died when he hit the ground though.
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Robert Jr
 
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Post » Mon Jun 20, 2011 11:57 am

Realistic physics mods should fix this nicely.
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Bambi
 
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Post » Mon Jun 20, 2011 4:54 pm

That and his position not looking right as he fell i think can be explained by him not being dead. The dragon didn't kill him. He had more than half health when he was picked up. I bet he died when he hit the ground though.

I'm not sure. I think he is dead. looks like ragdoll and not animation. Traditionally ragdoll usually only activates on death, not just in BGS games. So the skeleton either comes under one or the others jurisdiction, it's either animated or it's ragdoll.

Apparently HB does allow for partial ragdoll while under animation though. Or so it tells me...
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Lawrence Armijo
 
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Post » Mon Jun 20, 2011 8:25 pm

*Sigh* How long is it until the game is released? 5 MONTHS. Do you honestly think the game is even remotely finished? The game isn't even in Beta yet!
Ofcourse the game is acting awkward, it's to be expected.
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Haley Cooper
 
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Post » Mon Jun 20, 2011 10:35 pm

*Sigh* How long is it until the game is released? 5 MONTHS. Do you honestly think the game is even remotely finished? The game isn't even in Beta yet!
Ofcourse the game is acting awkward, it's to be expected.


They're actually wrapping things up and trying to iron out the final bugs.
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Marnesia Steele
 
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Post » Tue Jun 21, 2011 1:09 am

Realistic:

Pretty much any havok ragdoll game.

Unrealistic:

The gameplay demo when the dragon picks up the enemy and drops him. He falls at like 2 feet per hour.

There were some perspective/phyics concepts involved there....

The reason it looked unrealistic is because the enemy stays more or less completely upright and doesn't flail about (or even rotate around his own axis according to torques acting on his body, assuming he is dead) He doesn't appear to care that he is falling. That's what I noticed about that. I imagine that more gravity would affect arrows and so on such as to make them more or less useless.
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Danial Zachery
 
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Post » Mon Jun 20, 2011 1:53 pm

Everything looked fine to me. Not amazing but good. I'm glad they fixed the ragdoll combat stuff. The giant looked a bit funny ( as in not super, omg, uber, realistic!!) but if you look closely he starts to turn headfirst towards the ground near the end.

TL;DR = It's pretty much all good but they still tweaking it, just chill
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Bek Rideout
 
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Post » Mon Jun 20, 2011 2:49 pm

Everything looked fine to me. Not amazing but good. I'm glad they fixed the ragdoll combat stuff. The giant looked a bit funny ( as in not super, omg, uber, realistic!!) but if you look closely he starts to turn headfirst towards the ground near the end.

TL;DR = It's pretty much all good but they still tweaking it, just chill

I would hope that nobody would TL;DR that post..
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Kayla Keizer
 
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Post » Tue Jun 21, 2011 12:07 am

I'm just glad the ragdoll in Skyrim doesn't look as bad as it did in new vegas, how they managed to go a step down in quality from fallout 3 i'l never know.
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Catherine N
 
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