This could be very helpful to Nelson for npcs or other things, and would help him slot more.
This is what I’m talking about:https://youtu.be/YpZfIYYEjM0
This could be very helpful to Nelson for npcs or other things, and would help him slot more.
This is what I’m talking about:https://youtu.be/YpZfIYYEjM0
That’s not really a physics test, it’s more of an animation test.
I’m not really sure how much indepth Nelson want’s to go with the physics atm, but I don’t think it will be anything too taxing.
It actually is. I think you’re defining animation as being hard-coded movement of a rig, but that’s not true.
We can see IK being used here. A lot of the movement is just “figuring itself out” based on only a bit of actual information being fed to it. A lot of the “jiggling” in the movement is physics-based.
There’s a part where it shows three figures all holding a staff in one hand, and then objects of different weights in the other. That’s most likely to demonstrate the effect of object weight on movement, which would be physics too.
The reality is that character animation can be physics-based. It doesn’t have to be designed in a super strict manner.
That being said, Nelson is already using IK for stuff, and I don’t see how this specifically helps (humanoid) NPCs. Of course, it’d affect them, but I don’t think its important for (humanoid) NPCs to have this, as I believe most people would prefer that things like bandits are consistent in only being able to do what players can do.
These types of physics engines (this video is not of the Euphoria Physics Engine) add randomness to interactions, which I don’t think is desired in the case of humanoid NPCs. If it was to affect humanoid entities, it should first and foremost affect the player character.
Ducking the head at various angles to avoid smacking it against low-clearance obstacles, or resting a hand against nearby walls you’re pushing up against, for example. Then there’s the IK stuff already implemented, such as for feet, and for pushing doors out of the way.
And there’s non-humanoid Turned that could use it, and wouldn’t need to worry as much about needing to look reliably consistent. For example, any quadruped “charger.”
But, again, that video isn’t of the Euphoria Physics Engine. However, the context would be useful in explaining what’s actually going on; I’ll link a video a bit further down that showcases Euphoria in some games.
Euphoria is used in games like GTA IV (and GTA V, but its implementation there wasn’t the best received), Max Payne 3, and Red Dead Redemption (1 and 2).
Euphoria basically simulates a full 3D character. The body, muscles, and motor nervous system are all simulated. The interactions are simulated in response to behaviors that are put in place.
I highly recommend watching all of the video, as it gets explained more and isn’t just some footage of games using it.
Although cool, I don’t think the original video speaks for itself unfortunately. Should’ve (and still could, technically) added more information to your actual post.
I thought it was an animation as it came from Ubisoft’s 2016 IK animation, but now that I read more into it, it’s pretty neat the stuff they are doing with it.
I don’t know too much about physic engines so pardon such a naive question but…
Do you know how far these physics could reach in UII? Would IK be able to simulate crushing players with cars or large objects?
I wouldn’t be able to reliably answer any questions considering just re-reading my own post there’s a few “mistakes” (or things I too quickly glossed over, or generalized through implication) I made.
But, contrary to the above sentence I just typed, yeah, should be. Not sure what you define as “crushing,” but the result could be better than some more ragdoll-y alternatives.
Earn to Die is the closest I can get to “crushing”, but it shouldn’t be as extreme as that.
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