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Will there be button, throttle and joystick animations? Will we see buttons pushed, and throttles and joysticks move accordingly?

TL;DRThrottle and joystick movement already exists as programmatic inverse kinematics, where the character's hands follow the controls, though poorly fitted proportions can cause arm stretching.

Tyler WitkinHost, Community

I think the throttles and joystick thing we do have.

Bryan BrewerAnimation Lead

Yeah, so those are programmatic, right? So when you throttle forward or you're banking or whatever you're doing, dogfighting, what's happening is your character's hands are IKed to that throttle.

Tyler WitkinHost, Community

What does IK stand for?

Bryan BrewerAnimation Lead

Inverse kinematics. Forward kinematics is I grab my arm, I move it, I grab my elbow, I move it, I grab my hand, I move it. That's forward, right? So what we want is we want inverse kinematics, where you grab the end and you pull it. And so I'm grabbing the hand and I'm pulling it out. So what happens is they grab ahold of the yoke and then IK turns on, which now the yoke's in control of the arm. So when you're flying with your joystick at home or your mouse and keyboard or however you're flying, when you're banking and everything, it's saying, hey, I'm going this way. Code says, hey, yoke, you're moving in this direction. And then because your character's hand is IKed to it, it's being pulled with it. So again, back to metrics and making sure things work. If things don't fit and things are not built correct and things are not set up to fit with human proportions and human anatomy, when that thing goes forward, there's a chance that you can IK out, which is joint locking. You see the arm just kind of stretch out like that. Looks really bad and ugly. But yeah, so those are things that we kind of have to watch out for.

Reverse the Verse›2.16 - ATX·
Published on this date.9 Dec 2016