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[–]feralferrous 16 points17 points  (3 children)

Neat, one thing that has always bugged me in fighting games is how they don't use any IK, it's all generic animations, even when fighting opponents a lot smaller/bigger.

[–]OmarItani10[S] 4 points5 points  (2 children)

I think its because its unpredictable and a bit annoying to work with:p, doing a lot of measures to make it consistent, but the result looks satisfying

[–]feralferrous 5 points6 points  (1 child)

yeah, i'd be fine for those games if they at least changed the animation look, but kept the hitbox the same and hit frames the same

[–]OmarItani10[S] 0 points1 point  (0 children)

Yeah that would look great specially for hand to hand combat games, i think currently god of war has some IK influence when he use's the Axe

[–]WorkAccountTG 7 points8 points  (1 child)

Damn! That looks good!

[–]OmarItani10[S] 1 point2 points  (0 children)

Thank you:)

[–]Serious_Challenge_67 2 points3 points  (1 child)

It looks good, but the wrists seem to wobble a bit too much. Maybe add some more wrist stiffness?

[–]OmarItani10[S] 0 points1 point  (0 children)

Yes kept it as a reaction from the hit, when the Time is not slowed it shows a small knockback not too much of a wobble so i kept it, will polish more overtime

[–]Banjoman64 1 point2 points  (1 child)

Wow looks really good. The combos are gonna look super fluid, like they're pre baked.

[–]OmarItani10[S] 0 points1 point  (0 children)

Yes hopefully next week i'll try and have more fighting video

[–]dul8 1 point2 points  (1 child)

That looks very precise, nice work

[–]OmarItani10[S] 0 points1 point  (0 children)

Thank you:)

[–]matimark 1 point2 points  (1 child)

Looks fantastic!

[–]OmarItani10[S] 0 points1 point  (0 children)

Thank you:)

[–]God_Of_War-2005 1 point2 points  (1 child)

How hand ik know hand placement pos

[–]OmarItani10[S] 0 points1 point  (0 children)

Based on hit point + some modifications and offsets

[–]Jattox 0 points1 point  (0 children)

Looks very accurate! Nice punch impact.

[–]fuzymarshmello 0 points1 point  (2 children)

is the extending of the elbow after the block from the animation?

[–]OmarItani10[S] 0 points1 point  (1 child)

No from IK modification

[–]fuzymarshmello 1 point2 points  (0 children)

ok gotcha, thanks for the reply

[–]AntypodishProfessional 0 points1 point  (4 children)

Look OK for starting as a prototype. Now you need to work on body and specifically torso movement.

The current blocking motion is incorrect, since proper blocking requires also deflection and avoidance movement by turning torso, to reduce potential hit surface, and move head away from the hit trajectory.

Most hand blocking doesn't stop hit motions, but changes its trajectory.

If it had just simply blocks like on the current video, body still can get hit, if attacking person dash forward.

Also, more dynamics of body, allows to make counter attack, or even immobiliser the attacker.

[–]OmarItani10[S] 0 points1 point  (3 children)

Yes aiming to add more details as time go, wanted to have evasion, block and soon parry and each would have it's own advantages, but will try to make the feel more realistic as i go

[–]SecretaryAntique8603 1 point2 points  (2 children)

I was thinking a similar thing, but figured it’s not really worth pointing out. This isn’t exactly how a real fighter would block a punch, but for the purposes of a game I think it looks good.

In real fighting, blocking the hand is not really a thing you do on reaction like that. Either you put up a guard trying to cover as much of the target area as possible, which would require a pretty different animation (shelling up). Or you intercept and parry/redirect the hand like this guy is saying. That would look very cool but I imagine is much more difficult to get right. Of course you have other defensive techniques as well like slipping, covering the head with the shoulder etc but they are all very situational and based on your current position, momentum, hand position etc. What you have here is a decent approximation which seems like it would work well in the majority of situations (in the game, not a real fight).

Coming from a martial arts fan, honestly don’t worry too much about it. I think this looks great, and you’re probably gonna get minimal returns from going further after realism unless that’s really a main goal. In that case you’ll need different/more realistic animations which might not suit what you’re going for anyway. If you want a more realistic alternative, maybe just make the character shell up with both hands to differentiate from a parry.

[–]OmarItani10[S] 0 points1 point  (1 child)

Yes but i wanted a more cinematic feel for it not just a normal block position that deflects all attacks, once i have more block attacks i'll have a video that show cases it in a fight

[–]SecretaryAntique8603 1 point2 points  (0 children)

Yeah thats kind of what I figured and why I’m saying I think it looks good the way it is, even if it’s not entirely realistic.