Post by Scouse on Jan 24, 2004 16:12:49 GMT
Jeroen: Ragdoll is made (relatively) easy using Tokamak.
I'm experimenting with ways to implement it. I've been thinking an editor of some type is needed to setup a rig, but now I believe you need to build the actual physics rig 'on the fly'.
The only pre-setup stuff you'd need is a list of what bone entitys you'll be using in your character and the type & size of rigid body you'll be wanting to use in the bones place, and a list of joints & joint limits (an editor of some type for that would be nice). I know a few of my own models have 'null' bones, bones that I use for placement but don't actualy get animated in the character. so I wouldn't need to animate those. Effectively you'll want to simplify your rig for the ragdoll effect, but make sure any bones you don't use are child bones of 'some' of the ragdoll bones, that way they'll won't get left behind
Example:
You have an animated character running across a level, you're ready to apply ragdoll physics to it for a cool death sequence, to simulate foces of an explosion, or maybe a fall e.t.c
You'd have to stop your animation in its tracks (holding the current frame), using your list of bones to be used, get their World coordinates & Rotation. Build an appropriate rigid body for each Bone (remembering that you'll need to find the center of the bone to position the rigid body), position & rotate it. Now apply your joints, set joint limits, and away you go!
Joint limits are coming in the next wrapper version I believe, and they really make a difference!
This will give you an idea how they work:
www.tomspeed.com/limits.gif
Note: The commands may not be named as seen in the pic, depends on how Sweenie names them
Cya!
Tom
I'm experimenting with ways to implement it. I've been thinking an editor of some type is needed to setup a rig, but now I believe you need to build the actual physics rig 'on the fly'.
The only pre-setup stuff you'd need is a list of what bone entitys you'll be using in your character and the type & size of rigid body you'll be wanting to use in the bones place, and a list of joints & joint limits (an editor of some type for that would be nice). I know a few of my own models have 'null' bones, bones that I use for placement but don't actualy get animated in the character. so I wouldn't need to animate those. Effectively you'll want to simplify your rig for the ragdoll effect, but make sure any bones you don't use are child bones of 'some' of the ragdoll bones, that way they'll won't get left behind
Example:
You have an animated character running across a level, you're ready to apply ragdoll physics to it for a cool death sequence, to simulate foces of an explosion, or maybe a fall e.t.c
You'd have to stop your animation in its tracks (holding the current frame), using your list of bones to be used, get their World coordinates & Rotation. Build an appropriate rigid body for each Bone (remembering that you'll need to find the center of the bone to position the rigid body), position & rotate it. Now apply your joints, set joint limits, and away you go!
Joint limits are coming in the next wrapper version I believe, and they really make a difference!
This will give you an idea how they work:
www.tomspeed.com/limits.gif
Note: The commands may not be named as seen in the pic, depends on how Sweenie names them
Cya!
Tom