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NBA Elite 11 Blog: Real Physics

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Old 07-31-2010, 01:44 PM   #41
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Re: NBA Elite 11 Blog: Real Physics

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Originally Posted by dexvex
I for one am more concerned with the latter. That is one of the trumps 2k has had for a while and while live has made significant gains in other areas there is still alot to be desired in the animation pile.....
Do you understand the more animation...the less control you have tho? Would u rather have more animations and less controll?
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Old 07-31-2010, 02:13 PM   #42
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Re: NBA Elite 11 Blog: Real Physics

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Originally Posted by dexvex
I for one am more concerned with the latter. That is one of the trumps 2k has had for a while and while live has made significant gains in other areas there is still alot to be desired in the animation pile.....
but 2k is following suit and taking out canned animations. ea has had a plan for this where as 2k has relied on canned animations so now to go away from that what do you think 2k will look like
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Old 07-31-2010, 02:21 PM   #43
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I get both games every year. heres my question... Whats the difference between this real time physics and the one that 2k is trying to implement in their game? And what are the advantages if its a different engine?
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Old 07-31-2010, 02:39 PM   #44
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Re: NBA Elite 11 Blog: Real Physics

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Originally Posted by Nokstar
Do you understand the more animation...the less control you have tho? Would u rather have more animations and less controll?
not quite true... the number of two player canned animations, the less control you have.. but having 1000 dunk animations as supposed to 100 does not reduce the amount of control you possess. Same thing with signature animations, giving d-will a different dribbling package from iverson does not reduce the amount of control you have but it does distinguish both players from each other.
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Old 07-31-2010, 03:05 PM   #45
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Re: NBA Elite 11 Blog: Real Physics

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Originally Posted by Nokstar
Do you understand the more animation...the less control you have tho? Would u rather have more animations and less control?
I have no idea about ea's animation system but in general that would be false. Its more like the longer the animation the less control. Think of it as a video tape. In 2k the reason you have so little control because when you pressed play(shot button) to say go for a layup you had to wait for the animation to play out. I still don't know alot about ea's system but I doubt ea is generating animation on the fly ala Euphoria and still using a "video tape" system so varying the animations shouldn't have an effect on the control.....
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Old 07-31-2010, 03:13 PM   #46
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Re: NBA Elite 11 Blog: Real Physics

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Originally Posted by krazyboy225
not quite true... the number of two player canned animations, the less control you have.. but having 1000 dunk animations as supposed to 100 does not reduce the amount of control you possess. Same thing with signature animations, giving d-will a different dribbling package from iverson does not reduce the amount of control you have but it does distinguish both players from each other.
This is correct.

Now, part of where the tradeoff comes in is in terms of variety.

(the numbers I'm about to use are in no way correct, I'm just using them to make a point)

Last year we may have had 50 rebound animations. Each one looks completely different, but there's not enough coverage to be able to catch the ball in every possible situation so you may have to warp the ball, and you'd be locked into the animation once it starts, making it impossible to change what you're doing if the ball is deflected.

This year, we may actually have 60 animations in the game, but they are used in a completely different way. We have many animations that look similar, but have subtle differences to meet the requirements of the physics system. We also have animations to support the collision system, and altering the players action while he's mid flight.

So technically we have more animations, but many of them have the same general look to them but have functional differences to support the physics system.

And because our animations are blended together, have IK applied to them, and are driven by physics, they are more reactive and technically look different every time.

But whether that difference reads as variety to you is a very subjective thing.

Makes answering questions about animation variety much more difficult than before.

I hope that makes sense.
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Old 07-31-2010, 03:24 PM   #47
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Re: NBA Elite 11 Blog: Real Physics

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Originally Posted by rEAnimator
This is correct.

Now, part of where the tradeoff comes in is in terms of variety.

(the numbers I'm about to use are in no way correct, I'm just using them to make a point)

Last year we may have had 50 rebound animations. Each one looks completely different, but there's not enough coverage to be able to catch the ball in every possible situation so you may have to warp the ball, and you'd be locked into the animation once it starts, making it impossible to change what you're doing if the ball is deflected.

This year, we may actually have 60 animations in the game, but they are used in a completely different way. We have many animations that look similar, but have subtle differences to meet the requirements of the physics system. We also have animations to support the collision system, and altering the players action while he's mid flight.

So technically we have more animations, but many of them have the same general look to them but have functional differences to support the physics system.

And because our animations are blended together, have IK applied to them, and are driven by physics, they are more reactive and technically look different every time.

But whether that difference reads as variety to you is a very subjective thing.

Makes answering questions about animation variety much more difficult than before.

I hope that makes sense.
Makes alot of since.....You may have a number of animations that may look the same but occur in a diff way due 2 physics and situation....hmmmm sounds good. I like the trade off
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Old 07-31-2010, 03:25 PM   #48
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Re: NBA Elite 11 Blog: Real Physics

Quote:
Originally Posted by rEAnimator
This is correct.

Now, part of where the tradeoff comes in is in terms of variety.

(the numbers I'm about to use are in no way correct, I'm just using them to make a point)

Last year we may have had 50 rebound animations. Each one looks completely different, but there's not enough coverage to be able to catch the ball in every possible situation so you may have to warp the ball, and you'd be locked into the animation once it starts, making it impossible to change what you're doing if the ball is deflected.

This year, we may actually have 60 animations in the game, but they are used in a completely different way. We have many animations that look similar, but have subtle differences to meet the requirements of the physics system. We also have animations to support the collision system, and altering the players action while he's mid flight.

So technically we have more animations, but many of them have the same general look to them but have functional differences to support the physics system.

And because our animations are blended together, have IK applied to them, and are driven by physics, they are more reactive and technically look different every time.

But whether that difference reads as variety to you is a very subjective thing.

Makes answering questions about animation variety much more difficult than before.

I hope that makes sense.
So signature moves would'nt be driven by physics?
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