Hello everybody,
I’m working on a game that involve melee combat. I want to know how to make it look credible. Are well sync animations enough ? Or should I do other steps to make it more consistent ?
Thank you
Hello everybody,
I’m working on a game that involve melee combat. I want to know how to make it look credible. Are well sync animations enough ? Or should I do other steps to make it more consistent ?
Thank you
We need to know far more about your game than that. What style is it? 2D/3D? First person, third person, platformer…? Realistic/stylised? Touch screen / controller? Etc. etc.
Well, 3D, third person, action, closer to stylised, intended to be for touch screens
Cool! ![]()
Mecanim and the root motion feature is the #1 thing you’ll need.
Root motion allows you to animate a character in Blender/3ds Max/Maya and have the character controller actually move around with the movements. So when you animate your character doing a flying karate kick forward or something, the character controller will actually move forward and collide with stuff (instead of teleporting back to the start location and going through objects).
The Unreal documentation of root motion actually does a better job of explaining the usefulness of root motion than the Unity documentation does (check out the gifs). While the Unity examples show how you can move a character around and make feet match perfectly and stuff like that, the main real usefulness of root motion is for when you want to do stuff like having characters hop over chest-high walls or open/walk through doors…or in the case of a fighting game, perform attacks and stuff like that.
https://docs.unrealengine.com/latest/INT/Engine/Animation/RootMotion/index.html
Aside from good animations, a very slight camera shake on hits works well, maybe even more shake the harder the hit. “Hand-held” type motions for the camera also add to realism by adding slight motion to the view.
Lolll. If your a woman character let a boob slip out once in awhile, ull def keep people playing your game hahaha lol.
Ugh.
Anyway, I think the OP’s question is interesting but complicated. “Credible” melee combat requires that your PC animations interact with other animating characters and objects, which means using IK cleverly. It’s pretty tough and requires a skilled animator and programmer to work closely together.
Hahahahaha am I lying though?
You get some 16 year old with Hormones raging, can’t tell me they won’t just play the game to see a nip slip lmao lol.
I’ve been sitting here for the past few minutes trying to figure out if boob slips are something that are actually related in some way to fighting games or if you’re just drunk. Help me out here.
Hahahahaha, not drunk, it makes perfect sense. You play all these fighting games, and every single female character their boobs fly in every direction.
Not that I’m constantly looking, but hard to ignore lol.
You shouldn’t think to hard it might hurt,
Hurts me when I can’t figure something out lol
I mean if game designers didn’t put almost no clothes on female characters, then that idea wouldn’t have ever crossed my mind, maybe if they actually dressed them modest that idea wouldn’t have came to mind… I mean you look at games today, espically RPGS… No armor = a lot of clothes, Heavy armor = a bra lol.
Would you like an extra shovel to help dig that hole a little faster?
Naw, I’ll use my dads tractor lol.
Thank you all for the informations and indications. N1warhead it’s a good proposition, maybe in another game, it would be a nice feature, but lol, you digged a big hole trying to justify it ![]()
Hahaha, hey I was just saying, teenagers are very hormonal, so why wouldn’t it work?
Just because it isn’t right to do it, doesn’t mean it wont work, but never the less, a lot of things aren’t right and yet we still do it anyways.
Wow. That was fun. ![]()
It depends on the game. Is melee combat the focus of the game? Or is it just one part of the overall gameplay?
Mecanim has an impressive ability to blend animations. You could make character’s upper body react realisticly to a blow by jerking away from the direction of impact while their feet animate independently. You can also swap out a ragdoll model when the character is killed or knocked unconscious. If you need even more realism, you could use mecanim’s Inverse Kinematics (pro only) to let one character grab another by the wrist for jujitsu style grappling moves. Any of these effects would enhance the realism of melee combat. The question is how realistic do you need it to be?
Development costs time and money. Even AAA games only use enough effects to sell the game. If it is a fighting game, you’re going to spend a lot more time crafting realistic combat. On the other hand, an RPG can get away with a lot less realism. Most RPGs still use simple “Swing sword”, “Get hit” animations without any complex IK effects. Although, rag dolls are pretty easy to set up and undeniably fun to watch ![]()
You could also use Final IK for this, which doesn’t require Pro. I do have Pro and I’m still using Final IK in my latest games because it works so well.
That looks like an awesome asset. I would buy it right now if I was doing a game with biped characters.