Toribash
Original Post
Rotation Joints
Yesterday, I realized why toribash isn't as realistic with motion as it should be, Rotation.

The way the game works right now, you are limited to a very small amount of realistic movement, if for example toribash had added rotation joints (such as forearms) it could be more realistic.


Im thinking like Left and Right rotations as well as relaxed and held, How neat is dat!?

I'm sure that this has already been adressed in the dev team, it would be a large difficulty to add more joints with timers in gamemodes (im probs just a slow clicker).


Please tell me what you think about my idea (or maybe someone else has thought of it before :3) and give me some general comments!
no, the wrists especially are not realistic, I support multi-axis joints on certain joints a single axis joint is not realistic but I don't expect this to get implemented mainly due to the controls unless something drastic like "toribash 2" came out with a new engine and such, that being said I will elaborate on ways this would be useful. First of all, weapon mods, modmakers have to decide whether which axis to have the wrist rotate on, this isn't realistic at all seeing how complex the wrist is with its range of motion. Actually before I go further with this, (if you want me to continue let me know,) why not allow modmakers to add more joints to the body this would solve this issue. and allow multiple axes of movement.
Originally Posted by dabarrett View Post
no, the wrists especially are not realistic, I support multi-axis joints on certain joints a single axis joint is not realistic but I don't expect this to get implemented mainly due to the controls unless something drastic like "toribash 2" came out with a new engine and such, that being said I will elaborate on ways this would be useful. First of all, weapon mods, modmakers have to decide whether which axis to have the wrist rotate on, this isn't realistic at all seeing how complex the wrist is with its range of motion. Actually before I go further with this, (if you want me to continue let me know,) why not allow modmakers to add more joints to the body this would solve this issue. and allow multiple axes of movement.

Which would also require allowing modmakers to choose which joints align with which bodyparts on the whole
Well,can be a nice idea.but can make some mods more complicated.Like grappling mods.I think what an option for allow this.This can be nice for make poses.
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Originally Posted by SkulFuk View Post
"Realism"

Tori's are around 20 meters tall, weigh several tons & can still move dismembered body parts.

If you want human looking body parts then try coaxing the forgers into making them, just keep in mind that it'll still be a pair of giant creature/robots/nfi shovelling each other out a 450 meter wide dojo ;)

Ignoring the "realism" stuff (although real giant robots would be cool), go read up on the ODE physics engine and check if it's actually capable of doing it.
Also you'd need to think up a way of controlling them without screwing up the current control system.
Also probably best to think up a way of handling the change which will completely breaking compatibility with older versions, alienating a larger number of players than you'd expect.

There's your to do list, get to it, have fun.

<Erf> SkulFuk: gf just made a toilet sniffing joke at me
<Erf> i think
<Erf> i think i hate you
oh, i always thought the 2.6 or whatever is the z position of the head when visible from mods meant they were 2.whatever meters tall


is it feasible to make it possible for modmakers to add more joints and allow them to change the default bonds between joints and bodyparts, or is that a wishlist a bit beyond santa's budget
Extra joints would be a compatibility breaker for sure, however the bigger issue would be what it'd do to the body itself. For instance having 2 joints in a wrist would make it twice as long - and also twice as weak since joints break relatively easy at that size + damage does transfer down the solid bones between them; hit the forearm and boom both the wrist joints etc.

The same would apply to other obvious candidates for it like the neck (another extremely weak joint) and to a surprisingly worse degree - the shoulder - which would look pretty comical with a pec -> shoulder A -> shoulder B -> arm combo.

The better solution would be single multi directional joints, but then you're looking at changing a control system that some people have been playing with for 10 years now, not to mention doubling the force a joint exerts on itself, and I'm pretty sure all seasoned players know that joints can & do break themselves with too much force just from moving.

/shrug.

Best get your thinking caps on to figure out a way of making this sort of thing work if you want to push for it.

<Erf> SkulFuk: gf just made a toilet sniffing joke at me
<Erf> i think
<Erf> i think i hate you
The suggestion is made for realism, but it's a game that isn't meant to mimic real life movements flawlessly. Especially in the early ages of the game, most replay makers were 1/2 as good (maybe even less) as the ones now a days. It players a long time to figure out how to move about even semi-realistically. I'd say instead of describing replay makers motions as "realistic", "fluid" would be a better way to describe it.

And if you added the additional joints, it would really be a gamebreaker and cause way more problems rather than improving the game. The only way I could see this working at all is if it was somehow implemented as a different "game mode" so to say. Like certain mods would have the rotational joints in them, and the current ones wouldn't. That way seasoned players aren't forced into basically having to learn an entirely new game. So it'd be more of an addition rather than a change.

Anyway, it would be wayyy to mucch of a hassle to even implement this.

Didn't research anything about the physics engine, but from what skul said I don't think it will work.
[CENTER][B]professor finesser
The game is already very complex...by making 6 clicks to go through 6 states would take to much.
I dont support this as a plausible change. I simply dont think it can work.
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