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Falling animation needed
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When falling from a height, let's say, jumping off a building's roof, there should be a "falling" animation, rather than the stiff rigid stance we have right now. {F18452}


Legacy ID
Steps To Reproduce

1.) Spawn your player 100 meters in the air in the editor.
2.) Preview.
3.) Note the solid, rigid stance.

Additional Information

Look at the attached picture. The character is falling from a height of about 75 meters. Yet, his stance is identical to that of on the ground. Video showing this in action:

Event Timeline

Laqueesha edited Additional Information. (Show Details)
Laqueesha set Category to Anims.
Laqueesha set Reproducibility to Always.
Laqueesha set Severity to Minor.
Laqueesha set Resolution to Fixed.
Laqueesha set Legacy ID to 1393298820.May 7 2016, 1:08 PM

Thanks, PvtBachmann!

Bohemia added a subscriber: Bohemia.May 7 2016, 1:08 PM

good animation in GTA ;) when you ejecting from Heli, or jumping over roof

relax ragdoll or use HALO anims, its inside alpha now :)
Fix it please

Agreed Kol9yN, "GTA IV" did falling animations well.

Thanks for all the up-votes, guys! Hopefully this gets implemented.

If no parachute or glider suite, then falling as in GTA, if have it fall in HALO anims

Glider suite
*as in FarCry3

upvoted, this is extremely stupid looking right now, lol

Thanks, Cranberry! :-)

thumbs up, this must change, cause it looked stupid in arma 2 and in arma 3 it is kinda ridiculous:D

Thanks, Silver! ;-)

For real this has to be fixed haha. This is one thing without a doubt they had to have already planned. Don't even worry, alpha more than likely will release a better falling animation. Haha this one is just slightly out of date for a simulator.

tyl3r99 added a subscriber: tyl3r99.May 7 2016, 1:08 PM

Also, right after hitting the ground, for a split second the skeleton seems to reset to the vitruvian man stance, as in:

You can test it yourself:

  1. create a unit in the editor,
  2. while in-game in the debug console and enter: player setPosATL [2010, 5669, 50]

And as a bonus you'll bounce off the ground. The bouncing seems to happen on flat ground only - tried it on a slope, the unit just crumbled on itself like a wet cookie. The vitruvian man stance still happens though.

This looks like a ticket in itself, but I'm pretty sure it's already submitted.

There's a distinct difference between GTAIV ragdolls and A3 ones.

In a few words? Euphoria ragdolls.

However, I wouldn't be against HALO jump animations/stances.
Granted, 75 metres is short as all heck for a HALO jump, but it would make /some/ sense.

tpw added a subscriber: tpw.May 7 2016, 1:08 PM
tpw added a comment.Apr 13 2013, 1:41 AM

It would also be nice for a unit to crouch or bend knees after landing from a fall of more than 0.5m. This is another of those inertia simulations that Arma3 could do with.'s awful the way it is (was forever i meant)

even just leaping of a rock looks rediculous, it is one of the littlest things that bug the crap out of me. I too really wish they do something about it.

Maybe as soon as feet leave any surface, after a second an animation should start, just simple leap from a chair kind of animation, then after 3 seconds it can change to something like leaping of the roof of a car, and after 5 seconds it can start resembling the HALO jump. the longer the it takes, the more the animation can change accordingly?

But seriously i would really apreciate it.

Thanks for the support, guys! :-)

We also need landing from height animation

Agreed, Centipede. I think I may have a request ticket for that on here as well.

The physics engine should be more aware of a units position, if he has just stepped off a structure from any height above ground the physics engine should activate a falling animation as well as pull the unit to the ground and then ragdoll at the point of impact if he dies.

Thanks for that vid, excellent example! Also can't help but notice that ladder climbing animation... Wish devs can touch it up too.

fons added a subscriber: fons.May 7 2016, 1:08 PM
fons added a comment.May 12 2013, 3:01 AM

Also when dying , have you seen what an enemy does when you kill him?? Seems like a 20kg man and bad physics

might be a cosmetic change, but essential nonetheless.

Fons, the dying part looks a bit better than it was earlier in the alpha. Though I'd say they should animate the deaths and then from there it should go to trash doll, that would look much better than instant rag doll.

No, it wouldn't...

Why not? When someone dies, they don't always instantly die, like instantly go ragdoll, most people won't even die instantly when shot, for example someone running when shot won't instant rag doll, unless shot in the head maybe, more likely to loose balance and energy to run, so they will crumble to the ground (animated), probably drop to their knees and fall forward then loose all conciseness and die, or suffer... Personally i find that realistically appealing than insta-ragdoll.

My suggestion for this is to make a single animation for a fall which is a typical legs together fall - arms gradually go up to the sides. (as most falls are from the user falling off something). The next part of the animation will be determined on what they land on - if water, the animation can transition into the water swimming. If land there will need to be the animation of landing on the two feet, going down into a low squat (forced from gravity) then from that a standing transition to the normal stance.

I made similar ticket for this but just for low height jump offs. Indeed we need animations like these so +

Related: 0008563

Think all falling animations should be linked, since they ate all related

bez added a subscriber: bez.May 7 2016, 1:08 PM
bez added a comment.Jun 3 2013, 2:10 PM

+1 very much needed.

Yay its assigned! It's time to celebrate with pivo :)

Good to see that it is going to change - animations itself should be polished, even if it is just an visual and not a gameplay-breaker issue.

pops added a subscriber: pops.May 7 2016, 1:08 PM
pops added a comment.Jun 15 2013, 5:51 PM

A special animation for falls from small heights, where a person would manage to keep standing, would be nice. At greater heights (1.5 m?), ragdoll should kick in.

Ragdoll from greter than 1.5m? you must be joking right..

From that hight falling into a roll is a better idea. Personally I would prefer landing on your feet in a kneeling position then fall forward like prone, or backwards flat on your back given how hard it must be to keep balance with all that weight.

Ragdoll is suitable for death or unconciousness, neither of which is valid for a small drop unless it is more than 10m.

Vespa added a comment.Jul 29 2013, 4:13 PM

Falling animation is ingame for some thime, thanks to Smookie.
I dare to close this.

@Vespa you mean the one that looks like he is swimming?

bez added a comment.Jul 30 2013, 8:30 PM

While it is much much better than no animation at all
it is indeed not so good.

But I can't really blame Smookie, I am sure he done his best,

I opened up the reference skeleton in 3ds max a few weeks ago
and only then I realized why animations suck in this game.

There must have been hundreds of bones in the skeleton,
it was so outdated and complex I got the shock of my life.

Until BI won't make a real new engine I don't expect things to change.

one would expect falling person (immediate reaction) let go of the weapon or hold it with 1 hand only then raise hands for balance

Vespa, PLEASE! relax ragdoll if height < ~50m and player not have parachute or glider
or make anim like this:

Mass closing resolved tickets from last month.