#Hurt animation

152 messages · Page 1 of 1 (latest)

shy patrol
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When you hit an NPC in the face, they will react by grabbing their face as if they are hurt. This would make the game feel more realistic and would be really cool to see.

sharp barn
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they should also try to back away a bit

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and if you hit them really hard like a mike tyson punch then they should fall to the floor in the direction of which you puinched

rocky wasp
forest ledge
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maybe there is an example gif missing

grim ginkgo
forest ledge
near mirage
rancid walrus
near mirage
rancid walrus
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Oh

grim ginkgo
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What?

covert jacinth
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What

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Yeah that is none of those

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It's just reacting to something that hits you

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It's not gore or anything over-suggested

weary laurel
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I think it counts as euphoria ragdolls

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Like reacting realistically when they get hit

thick marsh
sharp barn
surreal forge
# near mirage

Thats bs. Thats not even in the guidlines. Edit: Euphoria Ragdolls is a procedural animation system developed by NaturalMotion, used in video games to create realistic, dynamic character physics. Unlike traditional ragdoll physics, which rely purely on pre-set physics interactions, Euphoria blends physics with AI-driven muscle control, allowing characters to react naturally to their environment in real-time. This means characters can stumble, brace for impact, or attempt to recover from falls rather than just going limp like standard ragdolls.

It's been used in games like:

Grand Theft Auto IV & V – For realistic NPC reactions to gunshots, explosions, and impacts.
Red Dead Redemption 1 & 2 – For more lifelike horse riding, gunfights, and falling animations.
Star Wars: The Force Unleashed – For dynamic enemy reactions and combat physics.
It’s a huge step up from regular ragdoll physics because it makes characters feel more alive and responsive rather than just floppy dolls

surreal forge
near mirage
thick marsh
near mirage
thick marsh
near mirage
near mirage
thick marsh
near mirage
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how is it difficult are you a game dev

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yes it could pose some challenges but ive seen vr games do it

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small new developers too

thick marsh
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Euphoria ragdolls is not a type of ragdoll its a specific system developed by NaturalMotion for RDR2, GTA4; other big games.

I HIGHLY doubt they will let a small indie VR title use it.

near mirage
thick marsh
near mirage
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many games have made several simalar systems

thick marsh
thick marsh
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Let me explain

near mirage
thick marsh
# near mirage we use it as an example everyone says euphoria type ragdolls

VR requires high frame rates (at least 90Hz per eye) to prevent motion sickness, and real-time physics driven animations demand significant processing power, which can drastically reduce performance. Additionally unpredictable ragdoll movements can cause disorienting or nauseating experiences in VR, as players expect consistent motion feedback. Instead, VR games rely on simplified physics, pre-baked animations, or hybrid approaches to balance it

Even if hardware improves, real-time physics-driven ragdolls in VR would still struggle with player agency and motion coherence.

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Hence why you dont see it.

analog canyon
thick marsh
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Its months of extremely gruelling and difficult work for a ragdoll that wont run well. Ive attempted them before, its a waste of time.

near mirage
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exanima revolves around it as a game entirely and it was made in 2015

forest ledge
thick marsh
near mirage
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bonelab and boneworks uses a ragdoll system for their enemys how come that game runs on quest if ragdoll based animation systems are so performance heavy

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also who are you to tell a game dev that they shouldn't make it because its difficult

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if every game didnt do something new because it was difficult every game would be like a ubisoft game

analog canyon
thick marsh
# forest ledge What exactly is the hard part about euphoria ragdolls and what exactly is change...

Its challenging to implement because they differ fundamentally from traditional physics based ragdolls. Instead of being purely physics driven models that flop around based on external forces, Euphoria-style systems incorporate procedural animation and active muscle-like control to create more realistic, lifelike reactions. This involves complex biomechanical simulations, where characters try to balance, brace for impact, or react dynamically to their environment rather than simply going limp, this means coding muscle mass, character physics and all that shit.

difficulty arises from the need to blend procedural animation with keyframe animations or motion capture in a way that feels seamless.

Eupgoria style systems, use AI-driven physics behaviors to make characters adapt in real time, requiring advanced inverse kinematics (IK), force controllers, and dynamic constraints to prevent unnatural motion. This level of control demands high computational resources, making it difficult to balance realism with performance in realtime applications.

In order to make it look good and actual be dynamic it would cost months of effort, tons of money, and lots of tears.

thick marsh
near mirage
near mirage
thick marsh
near mirage
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that game has been looking pretty nice

thick marsh
near mirage
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good work btw

thick marsh
near mirage
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i searched up ares vr but you came up for some reason

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on tiktok

thick marsh
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I can’t escape it

near mirage
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i hate how roblox didnt release better vr dev tools early when they announced quest roblox vr

thick marsh
near mirage
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im just saying if they want to try to innovate by making a euphoria type ragdoll system let them they might make something cool

near mirage
thick marsh
near mirage
near mirage
near mirage
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havent seen a coffe dairy from them in a while hopfully we get an update this year

rocky wasp
thick marsh
near mirage
rocky wasp
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Active Ragdolls in UE are really easy to set up and get running well too, unlike in unity where it would be a pure pain in the ass to get working,

Also for performance comments,
You could absolutely get a simple active ragdoll system working on quest.
Now for full on muscle simulation and stuff idk. I mean hell they made it work for GTA 4, a 10+yo game, so who knows

near mirage
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ue has been making active ragdoll systems

thick marsh
near mirage
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but those are mixing animations and ragdolls

near mirage
rocky wasp
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IK cus I’m making a UE game where active Ragdolls physics are a big focus

near mirage
rocky wasp
thick marsh
near mirage
near mirage
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idk if you can still message ppl in roblox

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if anyone checks them

thick marsh
thick marsh
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Also, again, his thing is not real euphoria

rocky wasp
near mirage
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yes true

thick marsh
near mirage
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the most i know in a coding languge is python so i have no clue how to even make go about making an active ragdoll system

thick marsh
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Html active ragdoll

near mirage
thick marsh
near mirage
thick marsh
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Python of all things 💀

near mirage
near mirage
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its hard to mod a game with hard coded systems and no modding tools

rocky wasp
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When I can I might make a video showcasing the Ragdolls physics

near mirage
rocky wasp
near mirage
rocky wasp
near mirage
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i dont even believe it effects performance its just there

runic dirge
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mb wrong photo

forest ledge
forest ledge
junior ivy
runic dirge
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its a song lol

shy patrol
# runic dirge

Yes make NPCs message u this stuff when you kill their friends

surreal forge
rare gazelle
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This is basically euphoria ragdolls and then some

shy patrol
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.

covert jacinth
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It's more like pain and reacting to hits

surreal forge
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Thi would be a somesort of remake/remaster

stuck coyote
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We are currently working on this, along with a euphoria ragdoll system 👀