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Human Physics #145596
08/03/07 19:27
08/03/07 19:27
Joined: Jan 2007
Posts: 110
USA East Coast
K
KojaK Offline OP
Member
KojaK  Offline OP
Member
K

Joined: Jan 2007
Posts: 110
USA East Coast
Does gamestudio support the physics for human limbs so that they flail about such as in F.E.A.R. or Half Life 2?

If so, how?


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Re: Human Physics [Re: KojaK] #145597
08/03/07 21:20
08/03/07 21:20
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
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xXxGuitar511  Offline
Expert

Joined: Mar 2006
Posts: 2,503
SC, United States
Sort of...

it's called ragdoll physics. You can do this, but you have to set it up manually...

basically, get your players bones setup properly.
then, recreate the bones using simple shapes representing every bone
next, setup these models to match your models bones and make them invisible ingame
then add the proper constraints

when your physics models fall, move the model and all of it's bones to match


xXxGuitar511
- Programmer
Re: Human Physics [Re: xXxGuitar511] #145598
08/04/07 00:06
08/04/07 00:06
Joined: Oct 2005
Posts: 528
Italy
M
Mondivirtuali Offline
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Mondivirtuali  Offline
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Joined: Oct 2005
Posts: 528
Italy
Wonderful, we need a template with a test model , I guess.

Re: Human Physics [Re: Mondivirtuali] #145599
08/04/07 07:07
08/04/07 07:07
Joined: Dec 2005
Posts: 478
India
M
msl_manni Offline
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msl_manni  Offline
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Joined: Dec 2005
Posts: 478
India
Would it be better to have ragdoll always active or only at the time of death or impact. Would like to know different opinions. There should be a basic template and model setup to exoeriment with.


My Specialities Limited.
Re: Human Physics [Re: msl_manni] #145600
08/05/07 01:09
08/05/07 01:09
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
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xXxGuitar511  Offline
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Joined: Mar 2006
Posts: 2,503
SC, United States
Maybe I'll setup an example with Newton oneday, but for now I'm busy with a project.

I recommend you only use it when it's needed (death)...


xXxGuitar511
- Programmer
Re: Human Physics [Re: xXxGuitar511] #145601
08/05/07 10:39
08/05/07 10:39
Joined: Dec 2005
Posts: 478
India
M
msl_manni Offline
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msl_manni  Offline
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Joined: Dec 2005
Posts: 478
India
I thought that you were not happy by Newton, being very slow to load level and sunch. Can you set-up an example with A6 physics.


My Specialities Limited.
Re: Human Physics [Re: msl_manni] #145602
08/05/07 21:34
08/05/07 21:34
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
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xXxGuitar511  Offline
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Posts: 2,503
SC, United States
Newtons only gave me problems with loading large levels using blocks.

Model levels don't take as long to load...


xXxGuitar511
- Programmer
Re: Human Physics [Re: xXxGuitar511] #145603
08/06/07 07:14
08/06/07 07:14
Joined: Dec 2005
Posts: 478
India
M
msl_manni Offline
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msl_manni  Offline
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Joined: Dec 2005
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India
So you mean to say that you are satisfied with Newton, if so that's great.


My Specialities Limited.
Re: Human Physics [Re: msl_manni] #145604
08/06/07 20:01
08/06/07 20:01
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
Expert
xXxGuitar511  Offline
Expert

Joined: Mar 2006
Posts: 2,503
SC, United States
Right now I'm not satisfied with Newton or 3DGS

I'm working on a racing project and neither physics engine is working correctly.

Newton only allows 4 wheel drive which leads to improper drifting and such

3DGS physics are unstable and leading to lots of "jumping" and improper movements....


However, I don't have the time to write my own physics, so I'll have to make one or the other work...


xXxGuitar511
- Programmer
Re: Human Physics [Re: xXxGuitar511] #145605
08/07/07 04:18
08/07/07 04:18
Joined: Dec 2005
Posts: 478
India
M
msl_manni Offline
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msl_manni  Offline
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M

Joined: Dec 2005
Posts: 478
India
I think it would be nice to have a wrapper for Ageia Physx or Bullet, and these are free and better suited for games simulations.


My Specialities Limited.
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