<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Dead Space Dissection: The Trouble With Ragdolls</title>
	<atom:link href="http://www.mandible.net/2008/12/02/dead-space-dissection-the-trouble-with-ragdolls/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.mandible.net/2008/12/02/dead-space-dissection-the-trouble-with-ragdolls/</link>
	<description>Breaking Into the Industry</description>
	<lastBuildDate>Sun, 28 Feb 2010 07:37:08 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.8.2</generator>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<item>
		<title>By: flYBOi</title>
		<link>http://www.mandible.net/2008/12/02/dead-space-dissection-the-trouble-with-ragdolls/comment-page-1/#comment-18190</link>
		<dc:creator>flYBOi</dc:creator>
		<pubDate>Fri, 01 Jan 2010 11:07:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.mandible.net/?p=112#comment-18190</guid>
		<description>I&#039;m pretty sure Unreal Tournament 3 (2007) had showcased technology where you actually could feign death. Control of your character model would be revoked from you and your &#039;avatar&#039; would just fall to the ground as per every other death in Dead Space. &#039;Recover&#039; from your &#039;death&#039; and your avatar would get up from the ground, rendering you control again. 

just my 2 cents...

anyway, games nowadays integrate ragdoll physics and pre-rendered motion. Just look at Killzone 2.</description>
		<content:encoded><![CDATA[<p>I&#8217;m pretty sure Unreal Tournament 3 (2007) had showcased technology where you actually could feign death. Control of your character model would be revoked from you and your &#8216;avatar&#8217; would just fall to the ground as per every other death in Dead Space. &#8216;Recover&#8217; from your &#8216;death&#8217; and your avatar would get up from the ground, rendering you control again. </p>
<p>just my 2 cents&#8230;</p>
<p>anyway, games nowadays integrate ragdoll physics and pre-rendered motion. Just look at Killzone 2.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: IA</title>
		<link>http://www.mandible.net/2008/12/02/dead-space-dissection-the-trouble-with-ragdolls/comment-page-1/#comment-14608</link>
		<dc:creator>IA</dc:creator>
		<pubDate>Sat, 17 Oct 2009 22:46:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.mandible.net/?p=112#comment-14608</guid>
		<description>...
roflcptr
eviscerate :D
that just made my day!</description>
		<content:encoded><![CDATA[<p>&#8230;<br />
roflcptr<br />
eviscerate :D<br />
that just made my day!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Nestor</title>
		<link>http://www.mandible.net/2008/12/02/dead-space-dissection-the-trouble-with-ragdolls/comment-page-1/#comment-6049</link>
		<dc:creator>Nestor</dc:creator>
		<pubDate>Tue, 31 Mar 2009 23:21:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.mandible.net/?p=112#comment-6049</guid>
		<description>Interesting, can&#039;t they just zero out to a default pose to recover from the ragdoll and start replaying the animation from there? It&#039;s kind of like the problem you describe of the death animation snapping in a non sequitur way but you&#039;re probably less likely to notice. In DS it could be a kind of spasm where they go stiff as a board before getting up again</description>
		<content:encoded><![CDATA[<p>Interesting, can&#8217;t they just zero out to a default pose to recover from the ragdoll and start replaying the animation from there? It&#8217;s kind of like the problem you describe of the death animation snapping in a non sequitur way but you&#8217;re probably less likely to notice. In DS it could be a kind of spasm where they go stiff as a board before getting up again</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: SnapDragon</title>
		<link>http://www.mandible.net/2008/12/02/dead-space-dissection-the-trouble-with-ragdolls/comment-page-1/#comment-3515</link>
		<dc:creator>SnapDragon</dc:creator>
		<pubDate>Sat, 06 Dec 2008 17:55:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.mandible.net/?p=112#comment-3515</guid>
		<description>Trespasser - a 10-year-old game! - actually did animate dinosaurs using inverse kinematics.  And it worked really, really well (ok, there WERE cases where it failed spectacularly, but the same can be said for ragdoll physics).  It&#039;s stunning that nobody&#039;s been able to match it since.  Pity the game was pretty bad. :)

(Granted, I doubt you could make human motion look natural using IK.  But for zombies, or dinos, or anything else... it&#039;d be great.)</description>
		<content:encoded><![CDATA[<p>Trespasser &#8211; a 10-year-old game! &#8211; actually did animate dinosaurs using inverse kinematics.  And it worked really, really well (ok, there WERE cases where it failed spectacularly, but the same can be said for ragdoll physics).  It&#8217;s stunning that nobody&#8217;s been able to match it since.  Pity the game was pretty bad. :)</p>
<p>(Granted, I doubt you could make human motion look natural using IK.  But for zombies, or dinos, or anything else&#8230; it&#8217;d be great.)</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Zorba</title>
		<link>http://www.mandible.net/2008/12/02/dead-space-dissection-the-trouble-with-ragdolls/comment-page-1/#comment-3507</link>
		<dc:creator>Zorba</dc:creator>
		<pubDate>Fri, 05 Dec 2008 13:29:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.mandible.net/?p=112#comment-3507</guid>
		<description>Basically, yep. Although most poker players aren&#039;t concerned with tells after they&#039;ve been shot. :)</description>
		<content:encoded><![CDATA[<p>Basically, yep. Although most poker players aren&#8217;t concerned with tells after they&#8217;ve been shot. :)</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Lar</title>
		<link>http://www.mandible.net/2008/12/02/dead-space-dissection-the-trouble-with-ragdolls/comment-page-1/#comment-3501</link>
		<dc:creator>Lar</dc:creator>
		<pubDate>Thu, 04 Dec 2008 18:12:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.mandible.net/?p=112#comment-3501</guid>
		<description>So basically the zombies are bad poker players and have tells?  =)</description>
		<content:encoded><![CDATA[<p>So basically the zombies are bad poker players and have tells?  =)</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Requies</title>
		<link>http://www.mandible.net/2008/12/02/dead-space-dissection-the-trouble-with-ragdolls/comment-page-1/#comment-3493</link>
		<dc:creator>Requies</dc:creator>
		<pubDate>Wed, 03 Dec 2008 09:10:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.mandible.net/?p=112#comment-3493</guid>
		<description>That was me above.</description>
		<content:encoded><![CDATA[<p>That was me above.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Anonymous</title>
		<link>http://www.mandible.net/2008/12/02/dead-space-dissection-the-trouble-with-ragdolls/comment-page-1/#comment-3492</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Wed, 03 Dec 2008 09:09:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.mandible.net/?p=112#comment-3492</guid>
		<description>You got a lot more involved in your &quot;is it dead&quot; detection.  I operated under a different model, namely:
Is it moving? 
 Yes: Shoot it
 No: Did it drop loot?
  Yes: It&#039;s dead, collect loot.
  No: It&#039;s playing dead, shoot it some more.

This works 95% of the time in Dead Space.</description>
		<content:encoded><![CDATA[<p>You got a lot more involved in your &#8220;is it dead&#8221; detection.  I operated under a different model, namely:<br />
Is it moving?<br />
 Yes: Shoot it<br />
 No: Did it drop loot?<br />
  Yes: It&#8217;s dead, collect loot.<br />
  No: It&#8217;s playing dead, shoot it some more.</p>
<p>This works 95% of the time in Dead Space.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Zorba</title>
		<link>http://www.mandible.net/2008/12/02/dead-space-dissection-the-trouble-with-ragdolls/comment-page-1/#comment-3490</link>
		<dc:creator>Zorba</dc:creator>
		<pubDate>Wed, 03 Dec 2008 06:10:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.mandible.net/?p=112#comment-3490</guid>
		<description>Not until we solve a lot of very complicated problems. As long as we&#039;re doing pre-canned animations, we can just assume that the animation will flow reasonably smoothly, since it&#039;s designed frame-by-frame to do so. Once we get into physics issues, we start running into &lt;i&gt;huge&lt;/i&gt; issues involving AI required just to walk around.

We end up with the same issues that the people trying to design humanoid walking robots do, only our robots are supposed to be able to do karate and shoot people as well.

The advantage is that it&#039;s all in a world that we control, so we don&#039;t have to worry about high-precision sensors, but the disadvantage is that we&#039;re supposed to be animating a &lt;i&gt;lot&lt;/i&gt; of these things. I&#039;m not sure anyone has really tried - even Spore only has a relatively small number of canned animations.</description>
		<content:encoded><![CDATA[<p>Not until we solve a lot of very complicated problems. As long as we&#8217;re doing pre-canned animations, we can just assume that the animation will flow reasonably smoothly, since it&#8217;s designed frame-by-frame to do so. Once we get into physics issues, we start running into <i>huge</i> issues involving AI required just to walk around.</p>
<p>We end up with the same issues that the people trying to design humanoid walking robots do, only our robots are supposed to be able to do karate and shoot people as well.</p>
<p>The advantage is that it&#8217;s all in a world that we control, so we don&#8217;t have to worry about high-precision sensors, but the disadvantage is that we&#8217;re supposed to be animating a <i>lot</i> of these things. I&#8217;m not sure anyone has really tried &#8211; even Spore only has a relatively small number of canned animations.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Yonatan Zunger</title>
		<link>http://www.mandible.net/2008/12/02/dead-space-dissection-the-trouble-with-ragdolls/comment-page-1/#comment-3489</link>
		<dc:creator>Yonatan Zunger</dc:creator>
		<pubDate>Wed, 03 Dec 2008 00:59:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.mandible.net/?p=112#comment-3489</guid>
		<description>I assume that it&#039;s not practical to use the physics model for creatures apart from when they&#039;re dead?</description>
		<content:encoded><![CDATA[<p>I assume that it&#8217;s not practical to use the physics model for creatures apart from when they&#8217;re dead?</p>
]]></content:encoded>
	</item>
</channel>
</rss>
