Dictator93
Member
Youtube Video here: "Continuing Development: EVA Transitions" (It is more visually obvious from 3rd person, starting at 1:15)
The way it works (as I understand it):
You start out in gravity zones in the above default state. Animation driven per muscle constraints, inertia, and weight. Since Star Citizen has merged first and thrid person animation sets and assets, it is more like a third person shooter from Naughty Dog or so where you have to wait on animation transitions and your character starts and stops.
Transitioning to EVA or out of gravity areas, you take on an animation/ai (if NPC) driven ragdoll that is bounded by the muscle constraints. The limbs and such can rebound off of things, bend and flex to fit with in areas, and has inertia applied (you can see motion carrying on in the limbs after thrusters change vector direction). An applied force from hitting something or being hit by something, will contort the body within constraints.
When you come back into a gravity zone at steep or sharp angles, you are placed (in first person mind you) into a pure ragdoll state so the physics engine can "punish" you as per the video. Then you return to the living character state per a contextual animation.
The way it works (as I understand it):

You start out in gravity zones in the above default state. Animation driven per muscle constraints, inertia, and weight. Since Star Citizen has merged first and thrid person animation sets and assets, it is more like a third person shooter from Naughty Dog or so where you have to wait on animation transitions and your character starts and stops.

Transitioning to EVA or out of gravity areas, you take on an animation/ai (if NPC) driven ragdoll that is bounded by the muscle constraints. The limbs and such can rebound off of things, bend and flex to fit with in areas, and has inertia applied (you can see motion carrying on in the limbs after thrusters change vector direction). An applied force from hitting something or being hit by something, will contort the body within constraints.

When you come back into a gravity zone at steep or sharp angles, you are placed (in first person mind you) into a pure ragdoll state so the physics engine can "punish" you as per the video. Then you return to the living character state per a contextual animation.