Ragdoll physics or death animations
Ragdoll physics or death animations
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Both
death animation then ragdoll physics
probably both
this is the correct answer
a human still has a few seconds before they finally pass away
Both, L4D did this really well years a go.
Well done rag doll physics > animation > bad rag doll physics
Whatever the fuck Rockstar games use, that shit is uncannily real looking.
Weight ragdoll physics that have animations mixed in, ala GTAIV
nah, l4d2 made it impossible for dead bodys not to clip through walls
People getting shot to death just fall.
I think the Mythbusters even made a cap about the subject.
The myth was "would a shotgun shot make a person get propelled back".
The answer was no: People getting shot just fall.
i love seeing shit like a headshot animation and then the corpse flies away at the speed of sound
Fucking love this shit so much
GTA IV is like the only game that got it right.
Goldeneye/Perfect Dark was a good example before GTA IV thou.
This.
Otherwise deathanimations
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Ragdoll physics are only good when they dont work as intended
Prove me wrong
>play css from beginning up until orange box update
>orange box update absolutely destroyed cool ragdolls
>moviemakers for the game who edited frag videos purposely downloaded and hosted servers for old versions of the game
>for the purpose of having nice ragdolls
it was such a strange time and niche community
Ragdolls
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Red Dead too. And to some extent Max Payne3.
like when the spy died with the dr, then became a deflated sex doll
forgot to mention just visually things were way worse on the newest version, and things like gameplay was just buggier on the orange box update
This happens when your soul leaves your body?
Halo CE falling and headshotted
i feel sorry, for your mother.
friday the 13th
Has science gone too far?
Both
God, it's been at least 7 years since I've seen this.
Well obviously, bullets don't knock people back. Reactions to getting shot do. A shotgun will tear you to bits before you get a reaction in, but a single or pistol bullet has a possibility of not oneshotting you.
>needing to be dead to ragdoll
I think some documentary, or extremely realistic tv show about Iraq had soldiers talking about whether or not a shot was fatal. If they got knocked down, it meant that the bullet got stopped by the body armor, and they were probably fine. If they just fell down, that means the bullet zipped all the way through and probably fucked them up real bad.
Everytime Crackbones screams someone is cured of cancer
This. Rainbow Six Siege is my favorite that does this.
>play spy in tff2
>activate dead ringer
>Corpse collapses into it's asshole
>play FEAR 1
>every other firefight there's a ragdoll that winds up posed like this
whatever happened to Crackbone? is he still going?
>TF2
>type "kill" into console while playing medic
>ragdoll stumbles around on its feet before dropping down
Best answer.
He left the group to date a girl, got cucked, things fell through with some of the other guys, but life got better as it went on, now he has a job but no time for phone pranks or economy lessons on Vent.
>enemies legs turn into springs when they die
>fly straight up in the air
IMO a combination of both
Call of Duty's ragdoll physics in which they still move while falling down are pretty cool to look at
Jesus christ, I didn't even know english when I first watched this. Time flies.
How about some voicelines when going down?
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HL2's flatline is very satisfying
Dude, you mean edits like this?
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We use old versions because the commands and dvars got blocked.
this
puu sh/xARfP.webm
IMHO that's bad because there is no impulse from the final shot. The character always dies in the exact same manner then awkwardly fall down. Worst case is TF2 backstabbing.
The best is some kind of procedural ragdol animation like in GTA or Overgrowth. The character writhe in pain and fall down but is still subject to physics while doing so. If you're overkilling the character (double barrel or rocket to the face) then he should fly away, no exception.
GIbbing and pinning ragdoll to walls always is fun too.
The main problem with ragdoll is that they're almost always badly implemented and the damage given has usually no impact on the trajectory.
Who cares?
>ridiculous ragdoll happens in FEAR 1
>die because I'm laughing so hard at the corpse jiggling across the floor that I can't aim
>Headshot someone while they are sprinting
>They still blindly run with an empty head for a few seconds before tumbling down or running face first into a wall
Siege is oddly graphic in that regard
killed by an auto
rest in piss
ragdoll physics are out of date and are autistic as fuck
Tf2 had a good mixture of both before they universally broke.
Now half the time the animation turns invisible on headshots or enemies fly after getting backstabbed like they were tackled by a football player
why
Depends on the genre.
SKATE had nice ragdoll physics when you bailed. Tony Hawk, meanwhile, has always relied on silly animations. I prefer the ragdolling violence of SKATE wrecks far more because it fits with the somewhat more ground portrayal of skating, though the animations fit better with Tony Hawk's very arcade oriented style of gameplay by making it faster to crash and get going again.
In a shooter where enemy deaths don't really matter, a mix of good animations and violent, flailing ragdolls seems to be the best.
Ragdoll physics are more fun.
CS:S before the OB update had the best ragdolls.
AESTHETIC
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css:germany
>get headshotted
>fall on ground and put hands over head
The ragdoll deaths in BotW are my favorite.
thanks