RaychelSnr's Blog
Why haven't they gotten this right? Part I: Running Animations
Posted on June 22, 2009 at 12:09 PM.
It is now June 22, 2009. I have yet to see a sports game look completely realistic in regards to player movements. Players still don't run or walk realistically in any sports game. Some are better than others, but some like in any football game I have ever played, just look absolutely wrong.
I think the thing that gets me is the simple fact people run differently and in games, everyone runs the same. That makes the entire experience look totally unrealistic because the game instantly feels artificial.
My solution is simple: if you are going to motion capture running, make sure you capture running animations for a few dozen different athletes. Otherwise, the game is going to feel 100% artificial. If you aren't going to mo-cap, have the common sense to know people don't run the same. A 300 pounder does not run near the same as a 215 pounder.
So what do you think? Which games have the best running animation(s)? How do you think this could be perfected in a sports game?
# 1
payday2020 @ Jun 22
I dont know who has the best running animations but I can tell u who has the worst thats EA sports football and live. NCAA is terrible but they may have time to fix madden doe. I think they say they will?
# 2
CreatineKasey @ Jun 22
I think changing directions, especially subtle direction change hasn't been implemented well. That's an obvious sticking point for me.
# 4
rudyjuly2 @ Jun 22
I agree. This needs to be better although I think it's pretty good in most sports other than the football games.
# 5
kbomb1upc @ Jun 22
I think running is a very hard to implement (hence the reason no has gotten it right). Something simple as body lean is very hard to program... To be honest, I haven’t seen any non-sports game get body movement correct so I don't think this is just a sports game issue.
# 6
allstar3970 @ Jun 22
i think NHL has really gotten it down as far as directions changes and such, but i would say its easier to get skating/"gliding" down pat than running.
# 7
bigjuice504 @ Jun 22
Great post, I have been thinking the same thing for a while now. why not use the mo cap to copy how different player really run. I just don't get it, They run more realistic on G.T.A 4, but they can't get running right in a football game, where you run 95 % of the time.
# 8
TracerBullet @ Jun 22
I think using mo-cap to copy a bunch of different people would help the problem but would definently not solve the whole problem. There are a ton of situations that need to be added to the current running styles. when people mo-cap it seems like they try to replicate a sitaution but without actually being on a field that's pretty hard. Unless they start having a full offense and defense at the mo-cap session I don't think we will ever see perfect running in all situations of a game.
# 9
DubTrey1 @ Jun 22
I think we all can agree that they (devs) have a long way to go with running animations. I think they may need to rethink how this is captured and also look at adding transition animations. I think they spend all of the time capturing "running" they end up missing the "slow down" , the "jog", the "sidestep" etc. and it makes for a very poor graphical representation of a person running. Since it would appear that the only folks that will be using the tech that Rockstar used and continues to use for any sports titles - I wonder how this will be corrected (outside of Backbreaker)...??
# 10
TreyIM2 @ Jun 22
I agree, MM, with your resolutions yet I do not know what it is like dealing with what devs have to deal with whether it be the tech, financial limitations or what. I do have to admit that I seen a TE in NCAA 10 lumber down the field like I had never seen before. That was a whoa moment for me, along with how he went down on the tackle. It was a shoe stringer but he stumbled and finally lost his balance after it looked like he initially was gunna make it however that is beside the point. The lumbering run looked shweet.
Whatever the case, Natural Motion has some great tech and maybe they were a bit too ambitious for this gen because no one is really has used it except Rockstar and Lucas Arts and we see how Nat. Mot. is trying to create their own football game with it. That tech could be the answer if they can blend it with whatever needs a sports game could use. Who knows.
Whatever the case, Natural Motion has some great tech and maybe they were a bit too ambitious for this gen because no one is really has used it except Rockstar and Lucas Arts and we see how Nat. Mot. is trying to create their own football game with it. That tech could be the answer if they can blend it with whatever needs a sports game could use. Who knows.
# 11
steebu @ Jun 22
I like how nobody has actually answered the main question, which was, "Which games have the best running animation(s)?" :-)
I personally think that NBA 2K8 and 2K9 have the best running animations and Madden and NCAA 09 have the worst running animations.
DubTrey1, you assume that game studios do not capture transitions; nothing could be farther from the truth. Transitions are recorded all the time and are used for the blends when a guy goes from a sprint to a jog to a walk to a stop.
Mocapping multiple guys sounds easy in theory, but proves very difficult in implementation. You'll have to do an entire "motion model" (walks, runs, transitions) for each body type. And even then, a 6'5" 285 pounder is going to run differently than a 6'10" 285 pounder. So do you mocap for every body type and height combination? Where do you make the distinctions?
If RAM memory on the PS3 and 360 were unlimited then this is possible, in theory. But since you only have 512 MB of RAM to work with and have to load textures, game logic, data, etc., having multiple running animations can prove to be quite a technical challenge.
I certainly agree that a guy like Michael Turner will have a different running style than Steve Smith, and both will be different from Jake Long. The pie-in-the-sky type solution (IMHO) is going to be a smart, physics-based AI system (far beyond what Endorphin does) that will make a 350 pound lineman pull for a block, then lean in as he's about to make contact with a defender (context-aware), while the 240 pound bruiser follows him while running upright so he can see. That kind of thing is not too far off, but is probably not computationally possible at the moment for sports games because the system would have to do 10 (basketball, baseball), 12 (hockey), or 22 (soccer, football) separate computations at every timestep. The computations are incredibly CPU and memory intensive! So maybe when the PS4 comes out we can think about having the "ultimate animation system" (UAS). :-)
I personally think that NBA 2K8 and 2K9 have the best running animations and Madden and NCAA 09 have the worst running animations.
DubTrey1, you assume that game studios do not capture transitions; nothing could be farther from the truth. Transitions are recorded all the time and are used for the blends when a guy goes from a sprint to a jog to a walk to a stop.
Mocapping multiple guys sounds easy in theory, but proves very difficult in implementation. You'll have to do an entire "motion model" (walks, runs, transitions) for each body type. And even then, a 6'5" 285 pounder is going to run differently than a 6'10" 285 pounder. So do you mocap for every body type and height combination? Where do you make the distinctions?
If RAM memory on the PS3 and 360 were unlimited then this is possible, in theory. But since you only have 512 MB of RAM to work with and have to load textures, game logic, data, etc., having multiple running animations can prove to be quite a technical challenge.
I certainly agree that a guy like Michael Turner will have a different running style than Steve Smith, and both will be different from Jake Long. The pie-in-the-sky type solution (IMHO) is going to be a smart, physics-based AI system (far beyond what Endorphin does) that will make a 350 pound lineman pull for a block, then lean in as he's about to make contact with a defender (context-aware), while the 240 pound bruiser follows him while running upright so he can see. That kind of thing is not too far off, but is probably not computationally possible at the moment for sports games because the system would have to do 10 (basketball, baseball), 12 (hockey), or 22 (soccer, football) separate computations at every timestep. The computations are incredibly CPU and memory intensive! So maybe when the PS4 comes out we can think about having the "ultimate animation system" (UAS). :-)
# 13
sinc79 @ Jun 23
MLB the Show has great running animations, I wish that company could make a College Football game. Instead we have EA Sports, which is more of a marketing company than anything else. Man they can push some bull s.
# 14
sinc79 @ Jun 23
Memory, CPU, Computations, Dev Companies, PS4 aside. NCAA Football has the worst running animations comparatively. So that tells me there is a lack of effort, attention, resources, technology etc. But as a consumer, I don't care. As a consumer I see baseball, soccer, hockey and basketball games with better animations. So I know it can be done. And I know it's not being done in NCAA, Madden is in the mix too. The only thing that comes to mind is that most of those other sports have competition, where football doesn't. When you have a monopolistic econmoy, you set the prices, and in this case you tell us how people run. Like robots.
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