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TheMightyPaladin
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TMNT

I normally wouldn't start yet another thread for the same thing but I'm acting on advice from Cyclops
I'm asking: If I put a shell on my back can I use nunchaku?

COH had katanas, sais, and poles.
Nunchaku are just as popular as katanas.
and much more popular than poles or sais

Maybe my cause needs an awesome chant we can take up

Nun - Chu - Koo - for - me - and - you
Nun - Chu - Koo - for - me - and - you
Nun - Chu - Koo - for - me - and - you

Maybe a cute mascot would help

OK everyone else post your nunchaku videos here:

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
https://www.youtube.com/channel/UC48O9dPcNVdeyNM4efAvX6w/videos?view_as=subscriber

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Maxi

[url=https://www.youtube.com/watch?v=JttISNpJXqk] Maxi [/url]

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

COH had katanas, sais, and poles.
Nunchaku are just as popular as katanas.
and much more popular than poles or sais

Look at the following two pictures:

[img=150x250]http://upload.wikimedia.org/wikipedia/commons/thumb/9/94/Stick_Figure.svg/340px-Stick_Figure.svg.png[/img][img=150x250]http://upload.wikimedia.org/wikipedia/commons/6/6a/Mona_Lisa.jpg[/img]

Can you accept and agree that one of these was much harder to create than the other?

If you can then you might actually finally understand the difference between a katana and nunchaku in terms of software animation. It doesn't matter how "popular" nunchaku might be in the real world when it's actually a matter of being incredibly difficult to create in a MMO. The Mona Lisa is very popular in real life but that doesn't mean either one of us could churn out an equivalent masterpiece whenever we wanted.

I sincerely hope the CoT Devs can work a minor mircale and get your precious nunchaku in the game ASAP. But for gods sake please be reasonable when it comes to understanding that even if it happens it might literally be YEARS after the game launches.

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What year did Soul Caliber

What year did Soul Caliber come out? How much memory did they have for Maxi and his nunchuku back then? Why can't MWM just reverse-engineer a lot of that without trying to reinvent the wheel? I'm not saying "Do this by launch." by any stretch, but I don't think it's impossible for a new power set later on.

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Radiac wrote:
Radiac wrote:

Why can't MWM just reverse-engineer a lot of that without trying to reinvent the wheel?

/whimper

Maybe because [b]it's not that easy/simple[/b] ...?

Just because something is easy to SAY doesn't mean it's easy to DO. And saying "well I'm sure someone ELSE can do it!" is just passing the buck and absolving yourself of any responsibility for making the demand in the first place.

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Personally, I use MooseChucks

Personally, I use MooseChucks. Really, they're just the handheld version of my Moose-O-Rang.

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I would hazard a guess that

I would hazard a guess that it is on the great white wall of "Dreams". which means, if they eventually get the time and resources they "might" put it into play....but I would also hazard a guess that we are talkin possibly years before we saw them....if at all.

to get a definitive answer at this stage of the game...might be a bit premature and I would also guess that they do no not want to paint themselves into a corner...and I don't blame em. they have a fifty billion tons of other, more immediate, things they need to focus on at this time.

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Lin Chiao Feng
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Radiac wrote:
Radiac wrote:

How much memory did they have for Maxi and his nunchuku back then?

In what way is memory the limiting factor rather than animations development time, physics work, and a lot of boring playtesting to make sure the things don't clip through the models or do anything else stupid that will sour players on the game? (Note that there are a lot of things that could go wrong that will sour TMP on the game, pretty much anything really, and for all we know he's representative of a typical player.) This is a game with a few more body options than "pick one of 15 or so characters."

Radiac wrote:

Why can't MWM just reverse-engineer a lot of that without trying to reinvent the wheel?

I'm curious as to what process could be used to achieve this reverse engineering? Disassembling the copyrighted machine code for which they have no license? Playing the game then attempting to motion capture the movements? Something else? Honestly, reverse engineering has a crappy success rate if you're not trying to make exactly the same thing as the original.

Radiac wrote:

I'm not saying "Do this by launch." by any stretch, but I don't think it's impossible for a new power set later on.

The easy way to do nunchuks is to just weld all the chain links together and then it's just a reskinned mace. Every working chain link is, what, two to six degrees of freedom that must be modeled somehow? Sounds like a good reason to spend the effort getting ten other power sets working.

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Done a little pruning in this

Done a little pruning in this thread, please disagree if you must, but do it without the personal attacks.

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The only way that Maxi is

The only way that Maxi is really helpful to us is if:

a) Maxi's design code and 3D animations are easily portable into UE4,
b) Maxi's nunchucks are separable from his body,
c) Maxi's nunchucks are physics objects rather than hard-coded animation movements for very specific actions, and
d) We can buy from the makers of Soul Calibur everything we'd need to extract these physics objects and port them to our system.

Otherwise, no, we pretty much have to invent it for ourselves, I'm afraid.

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Radiac
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Do you have to treat every

Do you have to treat every sword, gun, staff, etc as a physics object in it's own right? Because I could see making them animate as just two cylinders (or rectangular prisms) connected by a straight line segment and to heck with the individual chain links. Add skins, make them animate as part of attacks, etc. Like the pistols in CoX. Even if you are going to treat the bars of the nunchuku as physics objects, you probably only have to worry about the one that isn't being held in hand.

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Having both handles being

Having both handles being objects is in part of the difficulty. If only one handle was physical, and the other an particle animation we could easily end up with the chuk movement pass through the arm instead of around an arm for example. In order to make things look right, things should be set up right from the outset. Also, since we are allowing weapons to be holstered, they do need to act as objects.

Doing it right takes time.

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Tannim222 wrote:
Segev wrote:

Otherwise, no, we pretty much have to invent it for ourselves, I'm afraid.

Tannim222 wrote:

Doing it right takes time.

For what it's worth I actually do think the CoT Devs have a reasonable chance to eventually produce a workable version of this melee weapon and others like it. From what I can tell you at least have the software tools to make it happen. But I am completely with you when it comes to what the complexities are and fully understand that this might not happen until years after launch assuming it even happens at all. We sometimes forget that things like wings in CoH took literally years to figure out - there's no reason to think that other cool things we want won't take just as long.

I'm sure the Dev team will be facing many challenges like this and given enough time they will hopefully conquer most of them. As players that's all we can really ask for.

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Lin Chiao Feng
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Radiac wrote:
Radiac wrote:

Do you have to treat every sword, gun, staff, etc as a physics object in it's own right? Because I could see making them animate as just two cylinders (or rectangular prisms) connected by a straight line segment and to heck with the individual chain links. Add skins, make them animate as part of attacks, etc. Like the pistols in CoX. Even if you are going to treat the bars of the nunchuku as physics objects, you probably only have to worry about the one that isn't being held in hand.

About the only simplification that buys you any worthwhile reduction in dev time is in item c) Segev mentioned above: make the nunchuks hard-coded animation movements for very specific actions. And IMHO that will probably never look right.

The thing about most other objects (swords, guns, staffs, etc.) is that they're generally one-piece and rigid. This simplifies a lot of stuff (e.g. the center of gravity isn't moving around relative to the object).

Maybe some enterprising CS grad student has written a thesis on [i]Simplification of Physics of Paired Objects Linked By Short Chains,[/i] but if that's not there, they're stuck inventing something themselves.

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Lin Chiao Feng wrote:
Lin Chiao Feng wrote:

Maybe some enterprising CS grad student has written a thesis on Simplification of Physics of Paired Objects Linked By Short Chains, but if that's not there, they're stuck inventing something themselves.

I know I put that somewhere. Hang on I'll try and find it...

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Lothic
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Lin Chiao Feng wrote:
Lin Chiao Feng wrote:

Maybe some enterprising CS grad student has written a thesis on Simplification of Physics of Paired Objects Linked By Short Chains, but if that's not there, they're stuck inventing something themselves.

This is the point I've been trying to drive at with this. I don't think this is an impossible software problem but it is a very challenging one. It is literally possible that someone, somewhere has basically already solved how to do this but this kind of thing is so unique and specialized that the basic algorithmic solutions are just not widely known or published.

All things being equal the CoT Devs would likely still have to invent their own solution for this and frustratingly enough this is one of those kinds of things they might figure out in a week or it might take a year or more. There's really no way to easily predict how long/hard this kind of thing will really be until it's actually done.

Again I wish the CoT Devs all the best with challenges like this. Perhaps we'll be pleasantly surprised to see they actually do manage to crack this particular nut of a problem in short order.

CoH player from April 25, 2004 to November 30, 2012
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In other words, let the MWM

In other words, let the MWM Devs build [url=http://en.wikipedia.org/wiki/Wheel]The Wheel[/url] first, and get it working, before demanding a [url=http://en.wikipedia.org/wiki/Bugatti_Veyron]Bugatti Veyron[/url] that somebody else built that you've been lusting over ever since seeing it in a car magazine. After all ... how hard could it be to reverse engineer something like that? So first you (step 1) convince them to just GIVE YOU ONE ... and then you (step 2) reverse engineer everything ... and then (step 3) ???? ... and then (step 4) PROFIT!!!

I mean ... how hard could it be, right?

{end sarcasm mode}

Well, as it turns out ... about an extra [url=http://www.civfanatics.com/images/civ4/techtree/civ4techtree92005.jpg]27 Technology Advances[/url] ... but who's counting? That's easy! Right?

{okay ... ending sarcasm mode FOR REAL, this time}

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If four not-yet-adult turtles

If four not-yet-adult turtles and a rat can have numchuks, I want me some numchuks too :)

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I shudder thinking about the

I shudder thinking about the animations that people would want with nunchucks.
https://www.youtube.com/watch?v=pzXL-KM2UqU

Imagine all the clipping issues wit those.

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Redlynne wrote:
Redlynne wrote:

{okay ... ending sarcasm mode FOR REAL, this time}

lol yaright

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Hey! It could happen ...

Hey! It could happen ...

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Unfortunately, I can't think

Unfortunately, I can't think of any other weapons or power sets which could even remotely share the animations of something as specialized as Nunchaku. This weapon is very light weight and requires fast hits in order to be effective. Something like a flail couldn't use the same animation set without looking odd. A whip would use an entirely different set as well. After putting thought in to how to create the animations, there would just simply be a LOT of work for only a single functional set.

Something like a sword animation set can at least be copied over to a mace, an axe, a police baton, and effectively cover a wider variety of concepts. And this copy-paste copying is what's going to get a large portion of the game up and playable at first. Claws and spines shared numerous animations during CoH earlier days, and later on the animations of claws was altered. Mace, Broadsword, and Axe were literally all the same animation, and those animations were even used on arachnos mace attacks once again. Blast sets and control sets shared TONS of animations across the board.

Would I love to see Nunchaku? Sure. Just as I'd love to see whips and flails, and all sorts of other unique sets that have animations all their own! But that's not something I'd want prioritized for the first release of the game. Maybe a year down the line. Maybe 4 years down the line.

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For the record, if I had to

For the record, if I had to guess? I'd guess that Soul Calibur had all of the characters' motions as specified animations, not as physics objects operating in a fully-featured game engine. It may - though I'm uncertain - be easier to do such a thing in UE4 for something like nunchuks. That is not a trivial solution, either, is the thing: you have to have an animation for every possible action taken with them. This is likely a large plurality - if not the majority - of the work that goes in to many fighting games.

I don't know what method we would use if we were to build nunchucks; it would likely depend on what method we use internally for other motions. But I think our preference will be for physics objects, as that minimizes the number of things we have to specifically command motion for.

Regardless, it is possible we'll eventually make them. I won't promise anything, though, because it will be significant work, and we currently have much higher priorities.

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I like the police baton idea

I like the police baton idea too, as long as it's the kind with the right-angled handle on it (like a tonfa), not the straight truncheon. Although escrima sticks would be fun too. I like all the "ninja weapons" really.

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I had no idea nun-chucks were

I had no idea nun-chucks were so labor intensive.

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one weapon see is Scythe

one weapon see is Scythe

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Cyclops wrote:
Cyclops wrote:

I had no idea nun-chucks were so labor intensive.

The physics behind them are complicated, and ensuring they do not clip oddly will not be trivial.

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Cyclops wrote:
Cyclops wrote:

I had no idea nun-chucks were so labor intensive.

Did you just not believe the multiple people telling you this, or what?

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I suspect it's more that they

I suspect it's more that they were telling him something he never knew nor would have guessed. So he's expressing his surprise.

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While the animations wouldn't

While the animations wouldn't transfer, the coding for flexible weapon physics would. Flail rely on momentum and the heavy weight to deal damage, but reaction physics and chain flexibility would be a portion of code that they could easily share.

Whips are an example unto themselves.

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