Original Post — Direct link

Replacing the ragdolls (which weren't great to begin with) are canned death animations. These animations will suddenly pop into ragdolls after a time or if they collide with geometry. Colliding with geometry will often cause them to pop up into the air or fly off in a direction.

This has been pretty disappointing in my first few sessions of the new update. I see the same animations, a lot. Combined with the sudden transitions to ragdolls and it's a bit of a mess.

I was hoping they would introduce these euphoria-style physics-driven animations they teased years ago....

https://youtu.be/REHgA09n7CY

Instead we went back in time and got death animations.

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over 1 year ago - /u/VOID_Ali - Direct link

a quantum leap back.... damn

over 1 year ago - /u/Gruntr - Direct link

Originally posted by Many_Cup_1408

Bit of an exaggeration. I understand the technical reason for needing animations. But tbh id prefer teleporting ragdols upon restraining than the same animations over and over.

Or a good middle ground is to add more varied animations. I keep seeing the same ones.

Also i hate how running suspects dont fall in the direction they are running when shot.

More animations are planned and so are improvements :) Can have your cake and eat it too in this case, just need to wait a little til we knock out the kinks. But fair criticism.

over 1 year ago - /u/VOID_Ali - Direct link

Originally posted by ryujin88

Just from briefly looking at the update, I have a couple observations.

I don't know what you've tried yet, but if you haven't already looked into it, you can blend animation over ragdoll in unreal (https://docs.unrealengine.com/5.0/en-US/physics-driven-animation-in-unreal-engine/) by having the bones simulate physics and adjusting the blend weight over time to smoothly transition from animation to ragdoll. You should also look into the joints and joint limits as well on the physics asset to avoid bounces and weird behaviors. Generally the joints are too loose with colliders on the bones able to intersect a lot which can be one way you get those ragdoll bounces and twitchy-ness.

Anyway if you end up with a blend from the current animation to the death animation with a smooth transition to physics you can get some fairly believable reactions without the ragdoll "flop", including when moving as you can have some of the locomotion animation carry over into the death. This is basically what you see in ground branch for example where they animate as they fall and interact with objects. If you want to get fancy you can have different profiles based on where they were hit if you want their leg to give out for example.

You can also do the reverse which may help with the cuffing in some situations, but that's something I haven't tried.

that's what we're doing

over 1 year ago - /u/Gruntr - Direct link

Originally posted by Many_Cup_1408

Dont make me cum. Its not 5pm yet

Smuttiest response I’ve received yet, bravo!