Weapon hit character animations and death animations

Post » Fri May 13, 2011 1:53 pm

So, you've seen people get shot? IRL?
Yes they do spin, get knocked off their feet, and do all sorts of things.

"As powerful as the 44 Magnum round is, it cannot and will not knock a person backwards as it strikes them. Not even the .500 Smith And Wesson Magnum will do it either. If the 44 Magnum (or any other magnum handgun round) could knock a person backwards, the shooter also would be knocked backwards per Newton's Third Law of Motion."

And those .44 magnum rounds are some big bastards.


EDIT: And if you're http://www.youtube.com/watch?v=RoW8nHIVuRk with .50 magnum rounds, it's more likely to tear him to pieces than throwing him all over the place. It will go http://www.youtube.com/watch?v=h-mrBhVKhKo the poor guy.
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Penny Flame
 
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Post » Fri May 13, 2011 8:32 pm

look at the Kennedy footage, he actually moves a bit towards the direction he was shot from, there were no giant movements, just a tiny motion forward, then he goes limp.
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Jason Wolf
 
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Post » Fri May 13, 2011 3:18 pm

EDIT: And if you're http://www.youtube.com/watch?v=RoW8nHIVuRk with .50 magnum rounds, it's more likely to tear him to pieces than throwing him all over the place. It will go http://www.youtube.com/watch?v=h-mrBhVKhKo the poor guy.


That thing smashes watermelons better than Gallagher!
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Wanda Maximoff
 
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Post » Fri May 13, 2011 4:24 pm

Ragdoll physics wouldn't really work for brink, because when you get shot down, you aren't dead yet. Your team's medics can still revive you, or the enemy can finish you off to prevent a revive. So the "death" animations end up taking a hit because players need to land in certain positions so they can still look around for medics.


Your right (and i know someone is gonna [censored] but...) in halo reach there are short animated clips like when you get shot in the face your spartan hold his helmet and then fall. I suppose brink could make small animated clips for getting for getting hit in a certain part of the body. Toward the motion going down it could rag doll and depend on how the player fell (on stomach, on back, on sides, knees first, head first) if that seems to complicated make it ragdoll and just make recovery animation depending on how the body feel.
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Mandy Muir
 
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Post » Fri May 13, 2011 5:06 pm

Maybe, but people don't die when their healthbar is depleted, they just sort of autoprone with an ability to bleed out or wait.
Plus, with ragdoll based deaths you're going to have a pretty good ragdoll system where the dead people actually have some weight in them and doesn't just float all over the place.
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Josh Sabatini
 
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Post » Fri May 13, 2011 6:55 pm

Maybe, but people don't die when their healthbar is depleted, they just sort of autoprone with an ability to bleed out or wait.
Plus, with ragdoll based deaths you're going to have a pretty good ragdoll system where the dead people actually have some weight in them and doesn't just float all over the place.

I agree, but one remark: I don't think you bleed out when you're incapacitated. It's also possible that you can stay incapacitated for "unlimited" time. Even though this would be ridiculous from the players part.
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Steven Nicholson
 
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Post » Fri May 13, 2011 3:07 pm

Yeah but when you're joining a reinforcement wave you're essentially bleeding out.
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Toby Green
 
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Post » Fri May 13, 2011 7:15 am

Yeah but when you're joining a reinforcement wave you're essentially bleeding out.

I wouldn't call it bleeding out since you're being considered death by the game.
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Jade MacSpade
 
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Post » Fri May 13, 2011 5:12 am

Well, you choose to stop waiting for a medic, but yeah, downed then dead. Probably better terms.
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Sabrina Steige
 
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Post » Fri May 13, 2011 10:33 am

Game as early as Half-Life 2 have done animations to ragdolls, getting a proper death reaction and while keeping the momentum and any added momentum during the animation. For a more powerful kill like the grenade, crossbow, or magnum headshot, it would skip the animation and go full ragdoll, riding the momentum of the bullet. The reason why gibbing was introduced in Half-Life, besides for following the backwards badditude ways of the 90's was because there was no way of showing that "this guy is going to get really hurt" at the time. The reason why they reintroduced it in Team Fortress 2 (beside for fitting in the style) is because there are a lot of explosives, meaning a lot of momentum for ragdolls to ride on and Valve doesn't want ragdolls landing in places with no textures. In the German version of TF2, keeping this in mind, they had enemies explode into confetti and junk instead of switching to ragdolling when exploding.

I'm not sure how technically proficient is this game on the terms of ragdolls and animation fluidity but they will do whats needed for downs and deaths. The animation featured in the GIF seems like it would belong to a high impact shot. Its probably just filler. Edit: I looked at the Gun Choir trailer again. I noticed that everyone flies back when downed, with higher impacts launching players farther back. I also noticed all the downs featured were up close-ranged/mid-ranged kills. I hope something like a long range smg kill doesn't make the same animation.

Someone earlier mentioned BC2 resurrecting ragdolls. Hate to break it but it doesn't. They have a terrible transition from being a ragdoll to getting up. In an even more team focus game, L4D2, where immersion in a co-op game is especially important, the survivors have full death animations, so they can be revived in a cinematic fashion with no animation hops. That's what this game may probably have.
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sarah simon-rogaume
 
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Post » Fri May 13, 2011 4:31 pm

In real life people move very little when shot, but I agree, it looks really awkward. I guess it's a case of reality is unrealistic?
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Spaceman
 
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Post » Fri May 13, 2011 7:59 am

Take a look at the Gametrailers video preview. It shows a couple different kill animations. It looks alright. Not the best out there though. Here's the link. http://www.gametrailers.com/video/preview-brink/711886
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Dorian Cozens
 
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Post » Fri May 13, 2011 11:33 am

wow the comments in that watermelon vs. magnum video really p*****d me off. bashing on a guy for saying food shouldnt be wasted because there are starving people all over the world? thats just wrong.
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мistrєss
 
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Post » Fri May 13, 2011 12:04 pm

well it would be cool if there were ragdoll physics and then, like if u were shot off a roof, u would fall n start squirming around in the incapacitated position.
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Elisabete Gaspar
 
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Post » Fri May 13, 2011 7:28 pm

Ragdoll effect is really not needed here, because you dont die, also the animations when getting shot are ok, just looks at games like monday night combat, tf2, CS, prolly more aswell, only thing that bugs me is the gloves...would be much better if they were the same in 3rd person mode aswell as first
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Julie Ann
 
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