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NBA Live 15 Screenshots - Rondo, Stephenson, CP3, Lawson, Aldridge & D. Howard

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Old 09-14-2014, 04:11 PM   #81
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After my friend was showing me the Unreal Engine 4 today, I leaned a couple of things concerned about animations. The reason 2K has great animation's is because they have there animation blending set to max or really close to it. So he outcome of that is, that the animation look really smooth, but if you were to add contact you would have to animate a secondary animation(s) for 1 reaction. Meanwhile if an animation were set to Physics, the engine would calculate the interaction with no need to animate a contact. The outcome? Well the animations would look really bad NBA Elite. LOL What does this have to do with Live or 2K? Well the reason Live suffers from animations is because they probably have there animation blending set to middle, so that the animation looks sort of smooth, while having the ability to have an object (physics) be able to move the model (again Live said they added more physics to players, especially in the paint). Via a calculation by the engine or having a direct animation occur right after. So Live's problem really is moving away from canned animations (Explained in a Q&A). Because they've decided to be more physics based, their animations are going to be a little awkward. But they have time to polish, and find a right equilibrium of good animation blending, and adding a right amount of physics to players. Hope this excerpt was informative.
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Old 09-14-2014, 04:41 PM   #82
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Re: NBA Live 15 Screenshots - Rondo, Stephenson, CP3, Lawson, Aldridge & D. Howard

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Originally Posted by King_B_Mack
Definitely disagree with this. It took Live forever to start putting tattoos on players and even longer sleeves, rubberbands and those types of accessories. I remember this because as an accessory guy, one of the things that immediately stood out about the other game for me was that it was the first time I'd seen all the players having their tattoos, Iverson's signature sleeve and being able to wear rubberbands.
I guess I should have said that I was talking about the beginning of last gen and on (probably shouldn't have used "always").

From memory, Live 2003 or 2003 and on had rubberbands, not sure about when sleeves started, though. But their accessories on last gen had dept/thickness/texture and some players had their signature nickname/number on it. For some reason, the...other guys stopped with their signature accessories in 2K4 and never went back (but gave us the option to edit it)...but that's for another forum.

I believe shoes have been Live's thing the last decade or so (I think it started with Live 2004).
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Old 09-14-2014, 06:11 PM   #83
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Re: NBA Live 15 Screenshots - Rondo, Stephenson, CP3, Lawson, Aldridge & D. Howard

I think the Ty Lawson pic is spot on, even though we can't accurately see or compare using the wrong arm/angle and claim accuracy, I compared it to some internet photos, and there are better pro/college pics that match up with the NBA Live 15 in game photo posted here above.

Here is one of his left arm.
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Old 09-14-2014, 06:21 PM   #84
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Re: NBA Live 15 Screenshots - Rondo, Stephenson, CP3, Lawson, Aldridge & D. Howard

These shots look damn impressive. I spend hours in Madden, NBA2K and The Show replaying plays up close. On that note, has NBA Live changed their replay system to one where we can actually go in and see these details up close?
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Old 09-14-2014, 06:57 PM   #85
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Re: New NBA Live 15 Screenshots

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Originally Posted by WTF
You talking about Lance?

And CP3 is on point. Love the arena specific lighting.
Thats something i love arena specific lighting. esp say like in indoor sports that are then represented by games

I have medium hopes for this game I KINDA like nba live ON xbox 1 not so much on ps4 so if they can get the unformity sorted and such then i might be inclined to get this

But i know pretty much what well be getting so to expect it to be better than any other game or what have you is defeating the purpose of it

The main purpose of this game is serve as an alternative.

Kind alike project cars to forza or say the crew to horizon 2.

Both can be decent
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Old 09-14-2014, 07:28 PM   #86
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Re: NBA Live 15 Screenshots - Rondo, Stephenson, CP3, Lawson, Aldridge & D. Howard

CP3 is my fav screenshot. The rest the faces are cool, but the bodies are off. I know Live is trying to get away from the skinny models but damn. The floor looks amazing on the rondo screenshot, he don't look good though.
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Old 09-14-2014, 07:34 PM   #87
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Why is rondo on steroids
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Old 09-14-2014, 08:02 PM   #88
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Re: NBA Live 15 Screenshots - Rondo, Stephenson, CP3, Lawson, Aldridge & D. Howard

Quote:
Originally Posted by iTz GoRiLlAz
After my friend was showing me the Unreal Engine 4 today, I leaned a couple of things concerned about animations. The reason 2K has great animation's is because they have there animation blending set to max or really close to it. So he outcome of that is, that the animation look really smooth, but if you were to add contact you would have to animate a secondary animation(s) for 1 reaction. Meanwhile if an animation were set to Physics, the engine would calculate the interaction with no need to animate a contact. The outcome? Well the animations would look really bad NBA Elite. LOL What does this have to do with Live or 2K? Well the reason Live suffers from animations is because they probably have there animation blending set to middle, so that the animation looks sort of smooth, while having the ability to have an object (physics) be able to move the model (again Live said they added more physics to players, especially in the paint). Via a calculation by the engine or having a direct animation occur right after. So Live's problem really is moving away from canned animations (Explained in a Q&A). Because they've decided to be more physics based, their animations are going to be a little awkward. But they have time to polish, and find a right equilibrium of good animation blending, and adding a right amount of physics to players. Hope this excerpt was informative.
Great write-up.

But animations have always been an issue for this series, pre-physics engine.

I don't think contextual animations are a real problem because you're never going to have one-to-one animations using a videogame controller.

FIFA blends good animations and physics well. Guys can bump you off your rhythm, knock you off stride, trip, stumble, etc.

So if FIFA can capture this so well...why can't Live?
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