Dana Massey Suggests Better Animation


Diggis

 

Posted

It's been a decade since MMOs were done in 3D, but for some odd reason, no one seems to mind that they're not animated much better today than they were in EverQuest.

http://www.mmorpg.com/showFeature.cf...ated-MMOs.html


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Mission Architect 54161 - Michael Mundano, Megan Malloney and the Secret Senate.
Mission Architect 91838 - Constantinople Jones' Family Secret. A One Mission Story arc.

 

Posted

I wouldnt say that I dont mind the lack in animation variety, more that I tolerate it. I always felt it stupid in WoW that if I fall 500ft to my death, my avatar did not go smash, but stood stock still for a second before doing the standard death animation.

Heck I'd be tickled if there where 2 death animations and the game picked one at random upon death. ofcourse thats just me aiming real low there. In an ideal word there would be a death animation for every situation.

But can you imagine the work load of the development teams? lots of diferent death animation for every type of critter in your game. It's no wonder they take the lazy option every time.


 

Posted

Dawn of War style sync killz pl0x


@Rooks

"You should come inside the box... Then you'll know what I mean."

 

Posted

I have always wondered why player-characters don't go ragdoll the way non-player-characters do when smacked in the chin with Knockout Blow. As it stands, you get chinned and your char - regardless of actual facing in relation to the attacker - turns to face the attack and flies backwards to land on their back.

Is it really that hard to port the NPC ragdoll physics to our characters?

Better animation = people enjoy playing more.


 

Posted

It's because ragdoll calculations are done locally. So your computer made decide that it takes 3 seconds before you can get up, but your friends computer calculates that it is 10 seconds before you can get up, leading to rubberbanding.

the only way to prevent that would be to carry out the physics calculations server side, which would mean a lot more data to transmit to all the clients, which would be a major performance hit.


I really should do something about this signature.

 

Posted

[ QUOTE ]
It's because ragdoll calculations are done locally. So your computer made decide that it takes 3 seconds before you can get up, but your friends computer calculates that it is 10 seconds before you can get up, leading to rubberbanding.

the only way to prevent that would be to carry out the physics calculations server side, which would mean a lot more data to transmit to all the clients, which would be a major performance hit.

[/ QUOTE ]

But the enemy mobs are ragdolling and that causes no problems. When I put my toon into MA as a mob she will ragdoll as well.

Are you saying that on my pc the ragdolling of the mobs look different then on those of my party members?


 

Posted

yep thats exactly how it works i often duel box and it can be a bit weird watching a target ragdoll.

Its a bit like propel where the propeled object difers from client to client


 

Posted

[ QUOTE ]
Its a bit like propel where the propeled object difers from client to client

[/ QUOTE ]

... though that wouldn't need to be the case unless there were a lot of propels happening at one time.


Please fight My Brute: http://2hero.mybrute.com

Mission Architect 54161 - Michael Mundano, Megan Malloney and the Secret Senate.
Mission Architect 91838 - Constantinople Jones' Family Secret. A One Mission Story arc.

 

Posted

[ QUOTE ]
[ QUOTE ]
Its a bit like propel where the propeled object difers from client to client

[/ QUOTE ]

... though that wouldn't need to be the case unless there were a lot of propels happening at one time.

[/ QUOTE ]

Except the server can't suddenly decide, whoa, too many propels happening, you deal with it PC.


 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Its a bit like propel where the propeled object difers from client to client

[/ QUOTE ]

... though that wouldn't need to be the case unless there were a lot of propels happening at one time.

[/ QUOTE ]

Except the server can't suddenly decide, whoa, too many propels happening, you deal with it PC.

[/ QUOTE ]

Why not?


Please fight My Brute: http://2hero.mybrute.com

Mission Architect 54161 - Michael Mundano, Megan Malloney and the Secret Senate.
Mission Architect 91838 - Constantinople Jones' Family Secret. A One Mission Story arc.

 

Posted

Ok, maybe it can, but sounds like a programming nightmare to me. Having the server suddenly decide to do the work client side. What about in zone, would it be every client? Or just those in the vicinity of the propel animations?


 

Posted

Sounds like a job for an R-type programmer...


I really should do something about this signature.

 

Posted

hehe


 

Posted

[ QUOTE ]
It's because ragdoll calculations are done locally. So your computer made decide that it takes 3 seconds before you can get up, but your friends computer calculates that it is 10 seconds before you can get up, leading to rubberbanding.


[/ QUOTE ]

Ok, so i got a question then.

Why during heavy network lag (like lag hill in ITF) it's the ragdoll physics that are choppy while my attack animations and such are fine.

I'm experiencing no graphics slowdowns, just network lag causing ragdoll physics to get choppy.

If they were done locally, shouldn't they be smooth still while having network lag?


 

Posted

I don't know for sure, but I suspect that you get choppy performance on the ITF hill because that lag isn't just down to network lag. I know for a fact that all PhysX calculations are done locally, which includes all ragdoll calculations. You want to check that? Next time you see the body of a mob tumble down a hill, go and stand on it, and ask all the other players to stand on it to.


I really should do something about this signature.