Why still floaty unrealistic ragdolls?

Post » Mon Jun 20, 2011 8:33 pm

Why not change it to more realistic ragdolls?
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Johanna Van Drunick
 
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Post » Tue Jun 21, 2011 1:11 am

Do you have an example of a realistic ragdoll, and an example of an unrealistic one from the gameplay demos for comparison?
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Tamara Dost
 
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Post » Mon Jun 20, 2011 10:54 pm

This is Nirn, not Earth. We don't know all of their laws of physics. Maybe this is normal there.
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Steph
 
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Post » Mon Jun 20, 2011 10:27 pm

This is Nirn, not Earth. We don't know all of their laws of physics. Maybe this is normal there.

I just checked in at Loving It
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Gavin Roberts
 
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Post » Mon Jun 20, 2011 5:51 pm

Like the mile high statue of Arthur Dent only help up my "art".
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christelle047
 
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Post » Tue Jun 21, 2011 3:03 am

Do you have an example of a realistic ragdoll, and an example of an unrealistic one from the gameplay demos for comparison?


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.
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Ebony Lawson
 
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Post » Mon Jun 20, 2011 5:50 pm

Havok is a terrible physics engine. Its just the cheap alternative.
http://www.youtube.com/watch?v=uerCl8evmdU
and
http://www.youtube.com/watch?v=FigandbbMLg
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Claudia Cook
 
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Post » Mon Jun 20, 2011 2:23 pm

Havok is a terrible physics engine. Its just the cheap alternative.
http://www.youtube.com/watch?v=uerCl8evmdU
and
http://www.youtube.com/watch?v=FigandbbMLg



Aww I loved sword spinning though! It was fun
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Samantha Mitchell
 
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Post » Mon Jun 20, 2011 11:45 pm

The ragdoll physics have been fixed it's just that Giants are filled with helium.
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..xX Vin Xx..
 
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Post » Tue Jun 21, 2011 12:03 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.

Did you miss that he's a giant as was taken far into the air?
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Arnold Wet
 
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Post » Mon Jun 20, 2011 9:10 pm

Hope that things I drop don't fall through the floor! :facepalm:
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Sabrina Schwarz
 
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Post » Mon Jun 20, 2011 6:45 pm

I'll never understand why Bethesda has stuck with Havok. Maybe it's easier on hardware or something?


Personally, I find the goofy unrealistic physics pretty charming, though in that unintentionally funny sort of way, but that better services Fallout than The Elder Scrolls.
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Marta Wolko
 
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Post » Mon Jun 20, 2011 9:56 pm

Havok is not faulty. You can tweak physics. They just set it to behave like this.
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Charity Hughes
 
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Post » Tue Jun 21, 2011 12:59 am

It is quite good on hardware. Better than BS like physX.

Havok is a terrible physics engine. Its just the cheap alternative.

alternative to what?

http://www.havok.com/index.php?page=available-games&hl=en_US

Havok is basically Reactor.
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Donald Richards
 
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Post » Tue Jun 21, 2011 1:14 am

It is quite good on hardware. Better than BS like physX.


alternative to what?

http://www.havok.com/index.php?page=available-games&hl=en_US

Havok is basically Reactor.

And the physics in those games svcked.
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Tinkerbells
 
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Post » Tue Jun 21, 2011 3:51 am

TES5 needs faster falling speed for sure.
Previous titles looked horrible when body just floated slowly towards ground
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krystal sowten
 
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Post » Mon Jun 20, 2011 1:44 pm

And the physics in those games svcked.

lol as if anyone here actually believes you've played all of them :rolleyes:
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James Hate
 
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Post » Mon Jun 20, 2011 4:03 pm

I'll never understand why Bethesda has stuck with Havok. Maybe it's easier on hardware or something?



Yes.

Thank the 360 hardware for not being able support a proper physics engine.
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suniti
 
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Post » Mon Jun 20, 2011 2:30 pm

The giant falling down only looked wrong because he didn't care that he was falling down, he was just chillaxing and watching the world go by, and his body stayed too upright for it to look like he was already dead. In terms of acceleration and so on they did it perfectly. Don't forget that your viewpoint is from below him, and that perspective alters the apparent motion.
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Neliel Kudoh
 
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Post » Mon Jun 20, 2011 5:11 pm

Havok is a terrible physics engine. Its just the cheap alternative.
http://www.youtube.com/watch?v=uerCl8evmdU
and
http://www.youtube.com/watch?v=FigandbbMLg

That second one happened to me, once. It was awesome.
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Stephanie Valentine
 
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Post » Mon Jun 20, 2011 10:40 pm

Yes.

Thank the 360 hardware for not being able support a proper physics engine.

would you consider Reactor phsyics in 3ds max a proper physics engine?
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Queen
 
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Post » Mon Jun 20, 2011 2:24 pm

would you consider Reactor phsyics in 3ds max a proper physics engine?

Then Euphoria a great animation system?
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Reanan-Marie Olsen
 
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Post » Mon Jun 20, 2011 11:36 am

Yes.

Thank the 360 hardware for not being able support a proper physics engine.



Well, then I'm willing to live with that, since it's a legitimate justification. What I wouldn't have liked, if it was like a promotional thing. Sort of like how Nvidia fakes "Optimizing" for their hardware, for a little logo on the box.
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OJY
 
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Post » Tue Jun 21, 2011 12:07 am

would you consider Reactor phsyics in 3ds max a proper physics engine?


Not going to lie, i have little-no experience with Reactor. I HAVE however used havok 4, and it is a very simple system, even though i havnt gone deep into that either.

I mostly just modeled and textured myself. Animation was something i did if i got around to it, but i never got the hang of it. To this date i still cant make a consistent stair walking animation.
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Kayla Bee
 
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Post » Mon Jun 20, 2011 7:56 pm

Not going to lie, i have little-no experience with Reactor. I HAVE however used havok 4, and it is a very simple system, even though i havnt gone deep into that either.


tbh I don't know much about physics engines either. I have used Reactor and Havok as seen in Beth games, and tinkered with HB and physX, but tbh I can't see much wrong with the what havok...6? I think, has in terms of it equivalent in Reactor. It's pretty close.

For those that don't know, reactor is the engine in Max, which is like where most studios author most of their game content with.

I think people are digging at it while not even knowing of a viable alternative or better solution. Let alone knowing what Havok is actually is capable of.
I mostly just modeled and textured myself. Animation was something i did if i got around to it, but i never got the hang of it. To this date i still cant make a consistent stair walking animation.

If you use Biped, you can place footprint markers... then go from there.

I haven't tried on stairs though.. I suppose in some games, it doesn't matter as the Foot IK is there and they just use the regular run or walk anims.
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Len swann
 
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