Silent_night
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Is there any hit animations , like not for the stirders of course but at leat for those regular soldiers?
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[sl@yer] said:Surely Havok controls how a body moves/reacts when hit (??).
vegeta897 said:Flinching when getting hit has NOTHING to do with physics! What are you people smoking? And yes it is in there, as Abom said! Jebus!
Chris_D said it, and you just contradicted yourself.vegeta897 said:Flinching when getting hit has NOTHING to do with physics! What are you people smoking? And yes it is in there, as Abom said! Jebus!
We're using a version of Havok prior to V2.0 with A LOT of custom code
added. While you won't see the exact thing they show in their videos,
you'll see that we preserve momentum in our ragdolls and a few other
tricks to give the same perception. Preserving momentum allows running
enemies to ragdoll and continue with their motion as the ragdoll flops
around.
We are pretty locked down on the tech with HL2 so any of the bigger
ticket features will have to wait until after the game ships. Having
said this, you haven't seen all of the current features of the engine
yet.
SWEET.KiNG said:thats from Rick Ellis
vegeta897 said:Flinching when getting hit has NOTHING to do with physics! What are you people smoking? And yes it is in there, as Abom said! Jebus!
he didnt, those are two completely different things.Chris_D said:Thanks for making me look stupid KiNG
yeah.. I thought that the ragdoll while living effect was one of the coolest features I have seen in a long time.Rico said:I'm afraid you're not the only one who might be dissapointed Mr. Redundant
Mr. Redundant said:he didnt, those are two completely different things.
carrying the momentum upon death to ragdoll is not the same thing as flinching from weapons.
this worries me however, because I doubt the physics engine they are using can do the "living creature to ragdoll back to living creature" thing we were discussing. :/
dissapointing = utterly,... if true.
See my answers below.
Rick
Valve
From: David Basoco [mailto:[email protected]]
Sent: Thu 1/29/2004 2:40 PM
To: Rick Ellis
Subject: animations blend with physics?
hiya
you guys are great and i support you and your work
very much. if you could answer a few question i would
be very grateful.
is it possible to blend animations with physics? or is
it possible if someone was falling ot a certain death,
that they would begin a falling animation?
You can do either. You can turn the corpse into a ragdoll for it to physically get simulated as it falls or you can animate a death sequence to have a specific type of death occur.
also theres been some talk on the hl2.net forums if it
is possible to have a player hit and thrown in a
ragdoll, still alive and get back up if he wasnt
killed? mostly for theird person view, i guess
pretaining to multiplayer(eek).
We don't do this in HL2 but I would think with some effort you could make this work however you probably wouldn't want to ragdoll a live player as it wouldn't look right (ragdolls look and act like lifeless bodies, which a live player would not be). I would think playing some "scrambling" animation would be more appropriate.
and well, if u read this and choose not to reply, i
really wish u the best of luck wiht hl2 and any future
projects. you've done yourselves well and showed the
some people how a game is supposed to be made.
Thank you.
friendly fan,
kP
Half-Life 2 will be updated consistantly. They said a while back they'll release a 64-bit version of the game when 64-bit processors are common place.Letters said:Post-release updates... wow, I hope they follow through!
We are pretty locked down on the tech with HL2 so any of the bigger
ticket features will have to wait until after the game ships. Having
said this, you haven't seen all of the current features of the engine
yet.
they wont be adding anything to the engine until it is released.Evil^Milk said:What does he mean by this? Why are they locked down on the tech with HL2?
PriNcE oF SpAcE said:<snippedy snip>
Mr. Redundant said:*sigh* I guess so.. thats a bummer.
edit: crap double post, my mistake Jacobim.
(in reference to zoolander of course)
"ARE YOU UNAWARE THAT I GET FARTY AND BLOATED FROM A FOAMY LATTE!?!"
"my mistake jacobim.."
"YOUR MISTAKE INDEED!"
Abom said:Well, in this years presentation the combine certainly didn't react when they got shot, we can only hope that that changes, because it looks a little strange at the moment. You'd think they'd flinch or something.
This is probably the most accurate assessment. Ragdoll blending is also annoying because it can trick you into thinking your opponent is dead. He looks like he's falling backwards so you stop firing to conserve ammunition only to have your opponent suddenly straighten up and return fire.PriNcE oF SpAcE said:I think Valve may have kept the flinching to a minimum like in the first game for gameplay reasons. 1 on 1 fights, realism aside, are too easy with heavy flinching....for example in far cry if you ever encountered a single merc, it was pretty easy killing him off even if you didn't pull a headshot on him, since he couldn't return fire because of all the flinching...