
Therefore there is a need for an very basic skeleton and tendon system to prevent this problem. What you dont want is body limbs twisting around in very unnatural ways.

Once a human is shot lethaly eg in his brain, these reflexes are not active anymore and he simply falls towards ground only affected by gravity.īut for an sucessful Ragdoll, this "affected by nothing but gravity" is not enough. Nevertheless, you also have to differentiate between lethal and non-lethal hits. Like raising your hands towards your head once you fall or the embryos position. It is equipped with various reflexes made to protect vital parts of the body. To understand this point, you also have to understand the subjetc of interest: So to sum it up, the goal of ragdoll was to deliever a higher rate of realism and present a more reasonable response to the players actions.īut an non-active ragdoll does not meet these requirements.

We hear many things about how Bohemia supposedly has this advanced motion capture studio and technology. Motion Capture is not a silver bullet that solves all problems.

Good quality animation is one of the cheapest (in performance terms) ways to increase both graphical fidelity and the 'feel' of the game. The technological barrier was breached in 1998 when skeletal animations replaced vertex animations for most engines. Getting different animations for Rifles, Handguns, AT weapons, and heavy shoulder fired weapons like MGs or Anti-Material Rifles would be a great thing.īut frankly we're in 2012 by the time Arma3 is released. For a game of ArmA's scope, individual anims for each different weapon would be an impossible amount of anims to create & configure (and would probably tax your system's memory). IMO, just two different anims for rifles & MGs is enough. I'm not sure what you mean by proper, but it should be entirely possible to make new, longer (and even stationary) reloading animations for MG weapons with the current ArmA 2 system.
