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NBA Elite 11 Blog: Real Physics

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Old 07-31-2010, 03:33 PM   #49
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Re: NBA Elite 11 Blog: Real Physics

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Originally Posted by Young Murder
So signature moves would'nt be driven by physics?
No, signature moves use the same system as all the other moves.
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Old 07-31-2010, 03:35 PM   #50
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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.
I don't think anybody on here should have a problem with rebounding animations especially with the new physics because everybody pretty much rebounds the same way.

Where most would like to see some variance is things like crossovers, different layup/dunk packages, and other things to help differentiate and replicate the different styles in the real game.It kinda takes away form the experience when you see the same crossover animations from a guy like D.Rose being played exactly the same as a KD. You guys did some great things with the different momentums and such last year and with all the under-the-hood additions this year its a little selfish to expect 2k's animation depth this year but hopefully you will look into this next year as many agree it helps add to the experience.......

Last edited by dexvex; 07-31-2010 at 03:39 PM.
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Old 07-31-2010, 03:37 PM   #51
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Re: NBA Elite 11 Blog: Real Physics

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Originally Posted by rEAnimator
No, signature moves use the same system as all the other moves.
So do you think signature moves can be added to all players while using RTP?
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Old 07-31-2010, 03:50 PM   #52
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Re: NBA Elite 11 Blog: Real Physics

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Originally Posted by mario_2324
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
I don't want to sounds sensationalist when I say this, but technically speaking we have an infinite number of animations.

Because the animations are blended in parallel, driven by physics and altered by IK, you'll never see the exact same pose twice for animations that work under that system.

Things like off play reactions don't fall into that category, but 90% of the animations you see in gameplay are.
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Old 07-31-2010, 03:52 PM   #53
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Re: NBA Elite 11 Blog: Real Physics

I agree that signature moves does add more to the game, and not just signature shots.

Since you guys have the controls so seperated you should be able to do signature animations very well, maybe not this year.

but for instance, if a upward left scoop control does a left handed layup then different players should have more signature types of left handed layup, so Kobes left handed layups should look different from lebrons.

Even the driblble moves, if a full left-to-right U does a spin, than different players should have a different looking spin moves while still doing the same gesture, that goes for thru the legs, behind the back, left to right dribbles, hesitations crossovers, in n outs etc. You guys should just put different animations for different players even tho its all the same control
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Old 07-31-2010, 03:55 PM   #54
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Re: NBA Elite 11 Blog: Real Physics

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Originally Posted by dexvex
I don't think anybody on here should have a problem with rebounding animations especially with the new physics because everybody pretty much rebounds the same way.

Where most would like to see some variance is things like crossovers, different layup/dunk packages, and other things to help differentiate and replicate the different styles in the real game.It kinda takes away form the experience when you see the same crossover animations from a guy like D.Rose being played exactly the same as a KD. You guys did some great things with the different momentums and such last year and with all the under-the-hood additions this year its a little selfish to expect 2k's animation depth this year but hopefully you will look into this next year as many agree it helps add to the experience.......
I'm pretty sure that will be a focus for next year (although the direction has yet to be set...we're focused on finishing this year's game).

We didn't do a horrible job at it this year though, and you'll see some player differentiation in this years game that you didn't see last year.

But it definitely wasn't our focus.

That may disappoint some people, but please reserve judgment until you've tried the game.

With the new controls and physics, this will be the closest thing to playing real basketball we've ever offered up in a video game.

And if you have fun playing basketball, you're going to love playing this game.
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Old 07-31-2010, 04:01 PM   #55
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Re: NBA Elite 11 Blog: Real Physics

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Originally Posted by rEAnimator
Are you worried about the quality level of individual animations or the number of animations in the game?
more concerned with the latter though the former has also been lacking

let's take Live 10 - many animations looked good (not great though) but the biggest gripe was that there were not many of them overall, which made the game play flat
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Old 07-31-2010, 04:04 PM   #56
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So is it possible to do things out of the ordinary, such as when Kobe or Lamar Odom come from the Left side of the right and lay it up with the hand closest to the rim instead of the tradition farthest hand?

Honestly, As cool as sig shots/movements are, As long as I'm able to do whatever with any play, that's enough for me. I can stand Dirk not lifting a leg every time he fades away, as long as I'm able to back down, fake right, fake left, head fake to the left, then turn around to the right for the fade away jump shot.

So yeah, my question still is, is it possible to do ANY thing I want? Or are there things like wrong handed lay-ups left out of the game?
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