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What can you tell us about physicalized EVA? I know there were some expectations that it might be in 2.1, largely because you came on this show and said it might be in 2.1. Where are we at with that now?

TL;DRPhysicalized EVA was deliberately pulled from 2.1 and is now in the 2.2 branch, though not definitely; much work went into making the new driven-ragdoll control feel right, and bugs are probably still expected.

Sean TracyTechnical Director of Content

It was, and we pulled it out, actually. So we pulled it out on purpose. It looks like it's definitely going into... Well, I say definitely. I am so going to not say definitely. It's in our branch for 2.2 right now. So it's basically the same as where we were at with 2.1. However, there's been a ton more work that's been done on it. One of the biggest problems was, it has nothing to do with crashes, has nothing to do with performance, has everything to do with the way it feels, the control of it. Because fundamentally, we changed the way that the character is getting locomoted around when you're in EVA. You are now, we call it a driven ragdoll. It's a similar system to, if anybody's seen these animation systems called Morpheme, or FIFA actually is a really good example. They use a very similar system, where there's a level of driven ragdoll. We call it an articulated entity. So basically you're a set of rigid bones that is getting driven around. But you've got to blend animation on top of just physical impulses that are moving it around. Whereas the older EVA, and what everybody's using right now, is an animation-driven EVA. So we say entity move here, entity move here, entity move here. The animation just plays based on how you're moving. It's actually pretty simple. You're moving forward, well, animate like this. You're moving backwards, well, animate like this. So with driven ragdoll, it's a lot more tricky because of all the physics that gets involved with it. The reason we want to do driven ragdoll is we want the body to react to things in zero G as you would expect them to react.

Now, I think a lot of people saw some of the fun videos that came out of the initial implementation of it, where we hadn't tightened up a whole lot of the limits. So somebody could go near a ship and if it hit their head, their head would bend almost all the way backwards and things like this. So again, it was all about scaling those physics impulses and those sort of things, but really getting the control better. Because our frame of reference changed so drastically between the old EVA and the new EVA. And what I mean when I speak of frame of reference, and it's something I talked about before, is where we would use the origin of the character. Say, this is a character, and this is the feet of the character, and in the middle of the feet is the origin. We've just got zero, zero, and that's where our origin is. But when you're in EVA, actually, your origin changes. Your center of mass becomes dynamic, which is quite cool. Usually it's around the hips. But because it moves around a little bit, that makes controlling it really tricky, because you've got to have something that is saying, OK, this is my forward direction. Which way is forward? Which way is up? Which way is down? These sort of things. So there's been a lot of great check-ins on it, and it feels so many levels better than it initially felt. So will there be bugs? Probably, but we'll have to cross this bridge when we get there.