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Manual limits on PH_BALL? #50944
08/06/05 21:21
08/06/05 21:21
Joined: Apr 2005
Posts: 64
Italy - Rome
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_Tommo_ Offline OP
Junior Member
_Tommo_  Offline OP
Junior Member
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Joined: Apr 2005
Posts: 64
Italy - Rome
I'm making a ragdoll script with 3dgs physics engine, and for now it constraints the bone entities to each other with ph_ball. I want to limit the ph_ball constraint (for example: a shoulder: pan 0 to 110, tilt 90 to -90), but i don't know how.
I tried also with ph_hinge, but it has many bugs (objects going apart) and only 1 axis.
Any suggestion will be appreciated.

Tommaso Checchi

Re: Manual limits on PH_BALL? [Re: _Tommo_] #50945
08/08/05 22:21
08/08/05 22:21
Joined: Sep 2003
Posts: 3,236
San Diego, CA
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Marco_Grubert Offline
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Marco_Grubert  Offline
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Joined: Sep 2003
Posts: 3,236
San Diego, CA
Unfortunately PH_BALL does not support any limits.
PH_HINGE might not be too useful for ragdoll purposes, but there should not be any bugs.

Re: Manual limits on PH_BALL? [Re: Marco_Grubert] #50946
08/10/05 16:09
08/10/05 16:09
Joined: Apr 2005
Posts: 64
Italy - Rome
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_Tommo_ Offline OP
Junior Member
_Tommo_  Offline OP
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Joined: Apr 2005
Posts: 64
Italy - Rome
Thanks for the reply, but i know that it's not possible to give limits to PH_Ball, but because it's the only joint that supports 3 axis, i wanted to limit it in C-script.

maybe a thing like:

Code:
 
var torque[3];

if(bone.pan > parent_bone.pan + 90) //stop rotation if bone's pan is > 90,
//relative to his parent bone
{
...
//a formula that gives the necessary torque (the thing that i can't do).

phent_addtorquelocal(bone,torque) //stop the unwanted rotation.
}




Does anyone knows how to find the right torque, or another way to stop the rotation when the bone is out of the limit?

Thanks (and sorry for the bad english)


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