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๐Ÿงต Untitled Thread

Anonymous No. 861730

why are Rockstar Games after 14 years still the only studio to use these procedural animations on ragdolls? is it really that hard to integrate something similiar to Euphoria into a game or have they patented that shit?

Anonymous No. 861743

>>861730
From what I've heard, the licensing fees are quite high and implementing euphoria into a game project is a major hassle (and requires a lot of tweaking to even get useable results).

Also, there's a bunch of other similar (better?) solutions out there that do in fact get used in games - 'PuppetMaster' (for Unity) is a very popular choice, for example.

Anonymous No. 861755

>>861730
There's a few popular types of procedural animation:
active ragdoll
motion matching

GTA/Max Payne 3/RDR2 uses active ragdoll which blend animations, poses, and ragdolls together.
https://youtu.be/vfFUcV-cl5A

Motion matching is used in Ubisoft games and is a default feature of UE4.

Anonymous No. 861756

>>861730
Big part of it is multiplayer. GTA V simplified euphoria a lot compared to IV even for singleplayer and for online it is all but disabled.
Dynamic simulations over network is easily desynced and would end up looking broken if you ran a sentient ragdoll like in IV.

Highly accurate physics like that needs to run at a high fixed update rate and generates a lot of data to send over the network.
It requires time sensitive accurate information about the forces acting on every joint of the character.
This is why the 'go ragdoll' key is missing in GTAO and why you just go fully limp whenever your avatars ragdoll trigger.

If pure AAA singplayer games where more common you'd prob see stuff like that more often in games but these days it's all massivemultiplayer or Coop.

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Anonymous No. 862233

>>861730
>still the only studio to use these procedural animations on ragdolls?
what? I've seen plenty of games that uses some kind of euphoria-like ragdolls. For example Fifa games, Dishonored 2 or new Hitman games. Rainworld is greatly based in procedural 2D physics animations.

These games don't top Rockstar's technology but is a huge steps anyways.

Anonymous No. 862241

>>862233
thanks for showing this anon this looks kino

Anonymous No. 862250

>>861730
Look up Exanima/Sui Generis. Everything in that besides art is made by one guy (lighting system, basic engine, animation system, material system and editor, and so on).

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Anonymous No. 862293

>>861756
>GTA V simplified euphoria a lot compared to IV
I also think they refined the physics a lot in GTAV. Gravity doesn't feel like the moon anymore and the run over over peds feels more realistic with more emphasis in friction and body aerodynamics.

Also GTAIV doesn't have collision enabled on objects for NPC's.

Anonymous No. 862425

>>861730
Unreal Engine features a similar system which blends animation with ragdoll physics. It was released some years back, but it seems devs aren't taking much advantage of it.

Anonymous No. 862462

>>862425
They prolly think it's hard to achieve because they dont understand shit about animation blueprint.
I do hep

Anonymous No. 862469

>>862425
A lot of games use this procedural animation addon. You see it in walking sims like Life is Strange and vid related:
https://www.unrealengine.com/marketplace/en-US/product/advanced-locomotion-system-v1

https://www.youtube.com/watch?v=_8o9IhgX3Zk

Anonymous No. 862710

>>861730
It was in both force unleashed

Anonymous No. 865326

>>862710
Really?