Topography and animation

Post » Tue May 03, 2011 1:12 am

Hi everyone!

I really expect that the topography is taken into account for the animation.
Let me explain :
What ruined the immersion for me in the previous games -> the character's feet are completely independent of the ground. Result: no matter the angle of the mountains / hills / stairs, the hero ends up with one foot in the air or float on an invisible platform. Not to mention the effect of soap due to FPS.

The best example for me is RDR where the feet of J. Marston adjusted to the topography.

This is a detail of animation you may say but really important to me.
One might even think that a slope too steep could force the hero to lay hands on the ground (who said climb? :whistling:: drool: )

It would be more immersive than bumping / fight against an invisible wall when the slope is too steep.

What do you think?

Sorry for my bad english...
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maya papps
 
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Post » Tue May 03, 2011 8:25 am

Well the previews yesterday said the animation has greatly approved and they are using Havok Behavior. I think we're in store for some good stuff.
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Greg Cavaliere
 
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Post » Tue May 03, 2011 12:22 am

they did say that this time the feet would adjust correctly to the ground, they did do it a little in Fallout, but it was only for stuff like stairs and wasnt used all to often
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victoria johnstone
 
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Post » Tue May 03, 2011 7:47 am

Todd also said that playing in third person will now rival other third person games. So hopefully the wonky animations are a thing of the last.
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Danel
 
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Post » Tue May 03, 2011 3:03 am

Plenty of the articles about the demo talk about how the character actually walks with a sense of weight and purpose on the ground now. He isn't just floating over the environment like in Oblivion and Fallout 3.
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Emma Parkinson
 
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Post » Tue May 03, 2011 12:15 am

Plenty of the articles about the demo talk about how the character actually walks with a sense of weight and purpose on the ground now. He isn't just floating over the environment like in Oblivion and Fallout 3.


Glad to hear that!
thanks
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kirsty williams
 
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Post » Tue May 03, 2011 5:05 am

Plenty of the articles about the demo talk about how the character actually walks with a sense of weight and purpose on the ground now. He isn't just floating over the environment like in Oblivion and Fallout 3.

Yea, I also read that veins pulsate sometimes and the combat has more weight too it now.
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Bek Rideout
 
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Post » Mon May 02, 2011 10:18 pm

Yea, I also read that veins pulsate sometimes and the combat has more weight too it now.

where did you hear about veins pulsating?
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Matthew Warren
 
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Post » Tue May 03, 2011 2:18 am

where did you hear about veins pulsating?

Pretty sure it was in the Ausgamer article.
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Rebecca Clare Smith
 
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Post » Mon May 02, 2011 9:48 pm

they did say that this time the feet would adjust correctly to the ground, they did do it a little in Fallout, but it was only for stuff like stairs and wasnt used all to often

Plenty of the articles about the demo talk about how the character actually walks with a sense of weight and purpose on the ground now. He isn't just floating over the environment like in Oblivion and Fallout 3.


Well, the foot IK (Inverse Kinematics) solver didn't seem very good in the trailer. When he is standing on the very edge of the cliff as the dragon approaches (0:51) his back foot is buried into the stone and his front foot is floating in the air. This is especially obvious due to the foot's shadow not making contact with the foot... the tip of his toe is a good six inches in the air above the shadow.

A real foot IK solver would have his feet angled to the slope of the rock, and cause his entire body to take a different stance to compensate for the slope.

The IK could be fine (if it exists at all) and it could very well be the LOD of the navmesh that Havok uses.
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sally R
 
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