R
Ro_Bert
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I saw it on the Havok zombie demo. It looked great! The zombies reacted to upcomming bullets. http://www.havok.com/havok2/Zombie.avi it's about 9 Megs. I somehow don't see this feature in the media.
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Originally posted by GORGON_is_Back
don;t download this movie, it shows you some really crapy game. RO_BERT you r lazy to put somthing like that in HL2 forums.
ye syes yes!Originally posted by Abom|nation
Don't expect to be back here for long.
Originally posted by marksmanHL2
Its not HL2 no, but it is a effect made by havok who helped with HL2s physics engine. It could be in HL2.
Originally posted by Dark Auro
Wouldn't he just die right away and fall over without grabbing his head? If the guy is shot in the head he's pretty much dead right then and can't really do anything else.
Originally posted by Abom|nation
Don't expect to be back here for long.
I've considered this myself. However, seeing them visibly react to your bullets creates a more dynamic experience than enemies that stand around like statues before suddenly collapsing to the ground in a lifeless heap. There are certainly ways you could show such a reaction without compromising the challenge. However, since Havok obviously supports ragdoll blending as a default feature, Valve most likely had a very good gameplay reason for not including it (if indeed the gameplay videos are accurate representations of the finished product. This may be a feature that they are including but it wasn't quite ready when the E3 videos were made).Originally posted by Dagobert
I think that having characters twitch and stop shooting you if you shoot them could make for some unchallenging enemies.
I didn't understand a word of that.Ken Birdwell:
"I also don't quite know what you're asking. We support any number of forward kinematics (keyframe) and inverse kinematics (IK) blends, along with usually one forward dynamic (ragdoll) blend. High end humanoid characters such as Alyx can combine upwards of 20+ FK blends and around 4 IK blends, as well as their FD set, though once that's active the others usually get suppressed. Other characters are completely FD, others are IK and FD, some are everything, some are actually ID (inverse dynamics) and some are just FK. Others have odd mixes where some portions of the model are always one way, other portions of the model are always another, etc."
Originally posted by Mountain Man
I didn't understand a word of that.
Originally posted by marksmanHL2
Dont flame without good reason.
Originally posted by stigmata
Mountain Man, I'll try to explain it for you, but don't expect a good job of it.
What he's saying is that you can potentially blend as many keyframes (canned animations i.e. grab your face when you get hit) as you want with the IK animation*. You can also blend the IK and FK (keyframe) animation with ragdoll effects, an example of which could be a guy in midair with his legs flailing (ragdoll), grabbing his face with one arm (keyframe animation) while trying to stop himself with his other arm (Inverse Kinematics). Some enemies and NPCs support this group of blending, while others have just ragdoll and keyframe, others have just inverse kinematics, others have one part ragdoll, the other part IK, etc etc.
*Inverse Kinematics is a type of animation. Instead of using keyframes (canned animations) it tells a point on the body where it has to touch and animates the body dynamically.
Example: Instead of having a canned walking animation, the IK engine tells the body that the right foot must move to touch a point 20 inches ahead, and animates the leg and body movements required to move it. The most noticeable use of this is in the Strider. If it had a keyframed walk, its legs would clip in and out of so many objects it wouldnt even be funny.
Tell me if I'm wrong.
Actually i looked at a physics engine demo with inverse kinematics, looked excellent, sadly HL2 doesn't feature it.
Originally posted by CommieX
Ken Birdwell:
I also don't quite know what you're asking. We support any number of forward kinematics (keyframe) and inverse kinematics (IK) blends, along with usually one forward dynamic (ragdoll) blend. High end humanoid characters such as Alyx can combine upwards of 20+ FK blends and around 4 IK blends, as well as their FD set, though once that's active the others usually get suppressed. Other characters are completely FD, others are IK and FD, some are everything, some are actually ID (inverse dynamics) and some are just FK. Others have odd mixes where some portions of the model are always one way, other portions of the model are always another, etc." [/B]