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Help ragdoll player have run, shoot and hit effect #61512
01/03/06 05:53
01/03/06 05:53
Joined: Oct 2003
Posts: 206
N
nkl Offline OP
Member
nkl  Offline OP
Member
N

Joined: Oct 2003
Posts: 206
Hi!

I use A6 pro ver6.31.4

I searched for this, didn't find anything...

I was just wondering how step-by-step method use the A6 Pro Physics function that I would make rag doll physic player that have run, shoot, and player body hit wall effect

Any clues, method, and demo code of make rag doll physic player use the A6 Pro Physics function that have run, shoot, and player body hit wall effect?

Thanks for advance.

Thanks for already.

Last edited by nkl; 01/03/06 05:53.
Re: Help ragdoll player have run, shoot and hit effect [Re: nkl] #61513
01/03/06 06:43
01/03/06 06:43
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline
Expert
Helghast  Offline
Expert

Joined: Jan 2004
Posts: 3,023
The Netherlands
short answer:

you cant.

long answer:

at this time it's still impossible (dunno about the newest update though, i ment for 6.31.4) to have a ragdoll run around and do all animations...
instead, use a plain model for that, and blend it when it's death animation comes up.
blending though is a hard part... you cant use a single model that reacts with bones on physics, you need to make every part as a different model, and hinge them, that's how i did my ragdoll, cant say anything else now except for: have fun making this, it took me one weekend to figure it out, let's see if you can do faster :P

regards,


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Re: Help ragdoll player have run, shoot and hit ef [Re: Helghast] #61514
01/03/06 14:39
01/03/06 14:39
Joined: Oct 2003
Posts: 1,550
United Kingdom
indiGLOW Offline
Serious User
indiGLOW  Offline
Serious User

Joined: Oct 2003
Posts: 1,550
United Kingdom
Presuming you have applied the bone system to your model perfectly, you could completely animate it using bones, however this would not be Rag-Doll, simply that the regular animations, run, walk, jump and so on would be pre-animated with bones instead of hand manipulating vertexs.

The advantage with this is that you can blend animations, legs running while body turns, arms do something else, and so on. Without having to create 100's of animations for all the variations.

If you want to have Rag-Doll when your model dies, is blown up and so on, you will need to fully rig your model with bones in MED. Create some fixed animations, possibly using the bones system, or more traditional techniques. These animations would be used for all the usual animations, until the time you want to use Rag-Doll, (usually used on player death, as getting back up from the final rag-doll position will often look clumbsy and is hard to code for). Then you would need a rag-doll code, maybe in the templates, or written yourself....

In short bones are very powerful, but they are more maths than animation and to use Rag-Doll to actually move your player around would be a task more suited to NASA

Hope thats helpful


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Re: Help ragdoll player have run, shoot and hit ef [Re: indiGLOW] #61515
01/03/06 14:59
01/03/06 14:59
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
Senior Expert
ello  Offline
Senior Expert

Joined: Oct 2002
Posts: 8,939
planet.earth
i confirm indiGLOW:) i tried to create a "simple" walk cycle for my 6leg bug (plus head and mouth tool) by using the c-script bones instructions and , well i ended up using some chaos based trigonometrics for it.

i found some nice whitepapers on gamedev, but well you need to be a professor to understand them:)

(btw. try translating "kneifer" from german to english using google-language tools)


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