Are Ragdoll Physics Ever a Good Thing?

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Deathawk

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#1  Edited By Deathawk

So I was playing Crackdown the other day and my agent died and I watched as he flayed uncontrollably about the ground, and this reminded me of my hatred of Ragdoll physics. How did this even become a thing? It is one of the worst graphical effects ever, it doesn't add anything at all to the game or contribute any "realism" to the game. In fact it takes away from the latter,. So who else hates ragdoll physics.

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eroticfishcake

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#2  Edited By eroticfishcake

Some people find it funny. I just think it's interesting. Either way, I'm glad ragdoll physics exist.

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Afroman269

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#3  Edited By Afroman269

I don't hate them but I will agree that they take away the realism in games. The reason why I don't hate them is that the bodies are funny to watch like the dead locust bodies in Gears.

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Augustus_Cole

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#4  Edited By Augustus_Cole

Heh heh ragdoll physics are hilarious baby! DANCE PUPPETS DANCE! HAHA!

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RaikohBlade

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#5  Edited By RaikohBlade

I think it's funny.

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zeforgotten

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#6  Edited By zeforgotten

I like that it's there, sure some games have it implemented in the worst way possible(like flinging a dude to the moon in any Hitman game) 
But there are those who do it well like Modern Warfare 1 and 2 and the Uncharted games. 
 
So yeah, I liked it. 
Without it stuff would look reeeaally retarded

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emkeighcameron

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#7  Edited By emkeighcameron

Ragdoll physics are HILARIOUS
 
Don't tell me that smashing guards under merchant shacks in Assassin's Creed didn't make you laugh. The way their bodies would FREAK THE FUCK OUT and warp infinitely along some arbitrary axis? That shit was classic.

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nrain

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#8  Edited By nrain

They make me laugh, so they are good kay' :D

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mikeeegeee

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#9  Edited By mikeeegeee

well, I think you need to put it in perspective. Back in 1998 when you shot someone to death in  videogame, you were treated to one of several death animations. In an effort to spice things up, ragdoll physics came about. This way, bodies would fall off of buildings, tumble down stairs, slouch over differently, etc.
 
For about a decade now, we've been seeing a ragdoll standard. Fear not, though, as it's on its way out. As physics engines grow stronger, we can see things like Euphoria/Natural Motion create substantially more lifelike and naturally behaving bodies, like in GTA IV.
 
By next generation, I predict that ragdoll physics will be a thing of the past. It will be replaced by the likes of Euphoria and other physics engines designed to simulate procedural human body movement.

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Guyzea

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#10  Edited By Guyzea

They can be a good thing if done well such as in GTA IV with euphoria and fight night round 4. Games that use a combination of preset animation and ragdoll are pretty good most of the time. I don't like  ragdolls that make something big/heavy look weightless (Gears of War, a 400+pound locust flailing around like a piece of paper or like in Demon's Souls). So I actually don't hate them that much in general.

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Synthballs

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#11  Edited By Synthballs

Are Ragdoll physics ever NOT a good idea?

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fuzzyponken

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#12  Edited By fuzzyponken

What's the alternative? Static death animations that will be repeated a thousand times during your playthrough? 
 
Just because a few games do it poorly because of shitty physics engines or whatever the problem might be doesn't mean the whole concept is crap. 

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GunstarRed

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#13  Edited By GunstarRed

play saints row 2 ... use grab button... let go of person ...watch them hit a railing/tree/fence/car/wall in a really painful way. 
 
ragdoll is ALWAYS good.  
 

 
edit...why would anyone be going to Crackdown for realism anyways?
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FluxWaveZ

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#14  Edited By FluxWaveZ

I love ragdoll physics.  Soo much...

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bed

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#15  Edited By bed
@FluxWaveZ said:
" I love ragdoll physics.  Soo much... "
this. they're awesome. 
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buzz_clik

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#16  Edited By buzz_clik

One night a mate of mine and I had a few beers and thoroughly enjoyed the ragdollage in FlatOut: Ultimate Carnage.
 
Also, Left 4 Dead uses ragdoll combined with pre-animated death sequences to create some pretty natural (and sometimes amusing) results.

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addictedtopinescent

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Ragdoll physics are incredibly awesome,  sooo funny

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Metroid545

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#18  Edited By Metroid545

They are hialarious which is a good thing, case closed

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xMP44x

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#19  Edited By xMP44x

I think they're very good. I love ragdolls, but only in the right games.

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ZmillA

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#20  Edited By ZmillA

They are a good thing because canned animations at best only look good the first time you see them, and then they also become unrealistic and immersion breaking. 
 
Ragdolls that at least have some weight are always good for a chuckle.

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Forcen

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#21  Edited By Forcen

This is the future of ragdoll physics:
 

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HandsomeDead

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#22  Edited By HandsomeDead

Playing Max Payne 2, I once went into bullet time, leaped at some guy, shot him right in the face with the shotgun and that caused him to do a full backflip and land on his shins. I felt like such a badass. Other than that, not sure I've really seen it get in the way anywhere.

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Belonpopo

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#23  Edited By Belonpopo

Ragdoll is funny as hell!

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bonbolapti

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#24  Edited By bonbolapti

Ragdoll helped me like the Bouncer
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mikemcn

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#25  Edited By mikemcn

The feeling of killing an enemy on a cliff in MW2, and then having him fall forward slowly and then plummet down the hill is fantastic. When the same dude gets caught on the geometry and starts spazzing out while stuck to a wall, the feeling is less than awesome. 
 
But ragdoll makes up for its occasional mishaps with a much larger helping of awe.
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FunExplosions

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#26  Edited By FunExplosions
@Forcen: That's awesome. GTA IV really surprised me with its physics, as well. Something I don't hear people talk about often. The first time I slid onto the hood of a car, drunk as hell, I thought that was going to be what everyone was talking about.
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Forcen

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#27  Edited By Forcen
@FunExplosions: Yeah, GTA IV uses that physics engine in the video. Star wars Force unleashed as well.
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Whisperkill

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#28  Edited By Whisperkill

They are awesome in GTA

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CL60

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#29  Edited By CL60

They are great when done right.
@Whisperkill said:

" They are awesome in GTA "

That's not ragdoll.
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TheMustacheHero

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#30  Edited By TheMustacheHero

I love ragdolls, I mean if you look at a game now-a-days that doesn't have it, it makes the game seem so...Low tech? Like InFamous for example.

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#31  Edited By MrKlorox

Guys... Euphoria is NOT a physics engine. It runs ALONGSIDE the physics engine and makes use of it. In GTA4, the physics are part of the RAGE engine unlike games that use AGEIA (PhysX) or Havok middleware physics engines (such as in NaturalMotion's own game Backbreaker).
 
Also an Euphoria influenced ragdoll kinda makes not a ragdoll anymore. But the DMS technology is still top notch when used well.
 

@CL60

said:

" They are great when done right.

@Whisperkill

said:

" They are awesome in GTA "

That's not ragdoll. "
It is once the person is fully dead; just not before. And the actual ragdolls do look great in GTA4 due to the way Rockstar crafted the RAGE physics and skeletons in the models.
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Kajaah117

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#32  Edited By Kajaah117

Ragdoll Kung-Fu and Flatout. 
 
But, as it's been said in earlier posts, Euphoria will be the next generation of ragdoll. I say ragdoll because I'm having difficulty describing it(bodily physics?), but Euphoria is obviously more than that. The point is that it's inevitable that developers will utilize this new tech as much as they did with ragdoll this generation. It's just taking longer to become the standard than I originally hoped after first seeing that tech demo, as well as seeing how awesome it is in GTA4 and Force Unleashed. Get on it guys!

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End_Boss

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#33  Edited By End_Boss

 Ragdoll Physics? I don't hate them. But they must be controlled.
 Ragdoll Physics? I don't hate them. But they must be controlled.
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lucas_kelly

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#34  Edited By lucas_kelly
@CL60: Yes it is.
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ThePhantomnaut

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#35  Edited By ThePhantomnaut
@mikeeegeee said:

" well, I think you need to put it in perspective. Back in 1998 when you shot someone to death in  videogame, you were treated to one of several death animations. In an effort to spice things up, ragdoll physics came about. This way, bodies would fall off of buildings, tumble down stairs, slouch over differently, etc.  For about a decade now, we've been seeing a ragdoll standard. Fear not, though, as it's on its way out. As physics engines grow stronger, we can see things like Euphoria/Natural Motion create substantially more lifelike and naturally behaving bodies, like in GTA IV.  By next generation, I predict that ragdoll physics will be a thing of the past. It will be replaced by the likes of Euphoria and other physics engines designed to simulate procedural human body movement. "

The problem is that Euphoria needs a physics engine to run it. Ragdolls will always be ragdolls but it's dynamic animation programming like NaturalMotion's Euphoria to make it awesome and realistic (as possible).
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iam3green

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#36  Edited By iam3green

ragdoll are great for games. they are funny to watch an explosion and see a lot of guys go flying into the air. they are a great thing to have in games. sometimes the funny thing is, is when one part of a body just twitches so fast.

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torus

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#37  Edited By torus
@mikeeegeee said:
" well, I think you need to put it in perspective. Back in 1998 when you shot someone to death in  videogame, you were treated to one of several death animations. In an effort to spice things up, ragdoll physics came about. This way, bodies would fall off of buildings, tumble down stairs, slouch over differently, etc.  For about a decade now, we've been seeing a ragdoll standard. Fear not, though, as it's on its way out. As physics engines grow stronger, we can see things like Euphoria/Natural Motion create substantially more lifelike and naturally behaving bodies, like in GTA IV.  By next generation, I predict that ragdoll physics will be a thing of the past. It will be replaced by the likes of Euphoria and other physics engines designed to simulate procedural human body movement. "
Euphoria is still ragdoll, it's just ai-driven rather than purely physics-driven.
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ryanwho

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#38  Edited By ryanwho

If your game sucks, you need ragdoll physics. You need it. Because then your glitchy piece of shit game could be fun to play for reasons you didn't count on, thanks to the ragdolls.

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MrKlorox

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#39  Edited By MrKlorox
@torus: Animating a ragdoll excludes it from the definition of ragdoll.
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#40  Edited By fuzzyponken

I take "ragdolls" to mean "bodies that are affected by actual in-game physics rather than use static animations". In other words: If I shoot someone in the left shoulder, he will behave in such a way that implies I shot him in the left shoulder, rather than grab his balls and fall over.  

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#41  Edited By Diamond

Euphoria is a combination of pre defined animations, ragdoll, and dynamic physics driven animation.
 
The problem with ragdoll is it can be really bad.  Between poorly rigged models, physics engines which don't update often enough or aren't accurate enough (which leads to the most crazy ragdoll glitches), and just the fact that the human body can be ripped to pieces, as opposed to being hit by a rocket and flying in a silly posture for thousands of feet...
 
@fuzzyponken said:

" I take "ragdolls" to mean "bodies that are affected by actual in-game physics rather than use static animations". In other words: If I shoot someone in the left shoulder, he will behave in such a way that implies I shot him in the left shoulder, rather than grab his balls and fall over.   "

I believe the current definition is not a matter of a character grabbing their left shoulder as much as when they are dead or knocked down their inanimate body reacts to being shot or falling in a physics based way.  When you start talking about characters bracing themselves from falling or putting their hand to where they're shot, that refers to more advanced animations or physics systems, typically defined outside 'ragdolls'.
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fuzzyponken

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#42  Edited By fuzzyponken
@Diamond said:
" Euphoria is a combination of pre defined animations, ragdoll, and dynamic physics driven animation.  The problem with ragdoll is it can be really bad.  Between poorly rigged models, physics engines which don't update often enough or aren't accurate enough (which leads to the most crazy ragdoll glitches), and just the fact that the human body can be ripped to pieces, as opposed to being hit by a rocket and flying in a silly posture for thousands of feet... "
Man, I can't fucking wait for developers to figure that out. It's going to be awesome. 
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Dragon_Fire

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#43  Edited By Dragon_Fire

Best ragdoll physics I've seen is Half-Life 2

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CowMuffins

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#44  Edited By CowMuffins
@Forcen said:
" @FunExplosions: Yeah, GTA IV uses that physics engine in the video. Star wars Force unleashed as well. "
The guys who made the engine are making a full fledged (American) Football game with it too. The early footage looks quite nice, though I'm not a fan of football.
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torus

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#45  Edited By torus
@MrKlorox said:
" @torus: Animating a ragdoll excludes it from the definition of ragdoll. "
A ragdoll is by definition 'animated', not not a canned animation- just one that's influenced by physical constraints upon a skeletal system. Euphoria's ai is a more intelligent set of constraints, but it's still 'ragdoll physics'. So no. 
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CharlesAlanRatliff

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I love ragdoll physics. Mmmmm so funny and entertaining.

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Stephen_Von_Cloud

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Ragdolls are better than nothing, and the tech is improving like people have said with Euphoria.  Look at GTA IV, that technology is amazing there and it really adds a lot.

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Korone

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#48  Edited By Korone

op hates fun

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ADTR_ZERO

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#49  Edited By ADTR_ZERO

Ragdoll physics are awsome for games like Crackdown and games of that nature. I don't think Crackdown was going for the realistic approach... 
 
But ragdolss in Kz2 would be terrible. Everything has it's place.
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sodiumCyclops

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#50  Edited By sodiumCyclops

Well you could either have it in the game or have none at all, If you had no kind of physics then it would be back to the old days with silly scripted death animations. Think your self lucky on that one.