Ragdoll Physic

Posted By: Childair

Ragdoll Physic - 11/08/06 16:52

Just a sudjestion would be a way to apply the gravity to the body of an antity while at the same time make the squeletton of the character been movable on all physical object.
An exemple of this physic is games like half life 2, flaout, saint's rows and im sure many other title.

Childair
Posted By: HeelX

Re: Ragdoll Physic - 11/08/06 17:23

It is possible to create a skeleton controlled by the A6 physics engine by the use of hinges and balls. Then you can apply it to a boned mesh. It's just work.
Posted By: PHeMoX

Re: Ragdoll Physic - 11/08/06 17:45

Disadvantage is that you'd have to make models from totally separate models right? One foot, one leg, one lower/upper body , upper and lower arms and hands ? Could this be done with invisible physics objects somehow? I haven't looked into this that much yet, but it would be cool..

Cheers
Posted By: HeelX

Re: Ragdoll Physic - 11/08/06 18:00

"Then you can apply it to a boned mesh."

As I said, you can apply the physics skeleton simulation onto the boned model. So you have _one_ model but with a bone skeleton. This has an advantage (visually) over sub-meshes, naturally.
Posted By: Dyc

Re: Ragdoll Physic - 11/08/06 18:20

It took me 3 hours to create a convincing ragdoll setup in TV3D in C#. I have been trying to do something similar with A6 without much success. First of all phcon_getposition returns weird results if you create more than 5 hinge constraints, I tried to transform the "hips" bone using ent_bonemove but this seems to translate the bones position in model space not world space, and last but not least the ball constrain can not have any limits in A6 you would have to use only hinge constrains. If anyone has an Idea how to solve this I will be glad to hear it.
Posted By: Shadow969

Re: Ragdoll Physic - 11/08/06 18:31

Quote:

"Then you can apply it to a boned mesh."

As I said, you can apply the physics skeleton simulation onto the boned model. So you have _one_ model but with a bone skeleton. This has an advantage (visually) over sub-meshes, naturally.



i tried doing this with Newton, first i created a skeleton with different models and then i tried assigning each models' angle to bones angle, but it behaved strange
Have anybode done this successfully?
Posted By: Felixsg

Re: Ragdoll Physic - 11/08/06 22:26

Quote:

It took me 3 hours to create a convincing ragdoll setup in TV3D in C#. I have been trying to do something similar with A6 without much success. First of all phcon_getposition returns weird results if you create more than 5 hinge constraints, I tried to transform the "hips" bone using ent_bonemove but this seems to translate the bones position in model space not world space, and last but not least the ball constrain can not have any limits in A6 you would have to use only hinge constrains. If anyone has an Idea how to solve this I will be glad to hear it.



The gamestudio ode physics engine not have limits in costrain? then probably conitec need to update the ode engine any months ago ode release a new version with fixed and new features one the constrains limits
Posted By: Dyc

Re: Ragdoll Physic - 11/08/06 23:14

It has constraint limits, just not on the ball joint.
Posted By: PHeMoX

Re: Ragdoll Physic - 11/09/06 02:04

Aah, so it is possible to make a physics skeleton, well, that's great, I'm going to look into this a bit more.

Cheers
Posted By: Childair

Re: Ragdoll Physic - 11/09/06 03:58

If anyone have clues how i could manage to create even a basic physic with a 2 bone squeletton would be greatly appreciated.

Maybe give an tutorial how to build one would be really nice.

Thankx alote for the discution guys.

Childair
Posted By: HeelX

Re: Ragdoll Physic - 11/09/06 05:16

I did it for REVOgames, I have to ask if I could release a demo video or such (NDA reasons).
Posted By: TWO

Re: Ragdoll Physic - 11/09/06 12:52

As I looked at Newton some time ago there was a kind of ragdoll teddy?
Posted By: Dutchie666

Re: Ragdoll Physic - 11/09/06 13:19

Quote:

As I looked at Newton some time ago there was a kind of ragdoll teddy?




those ragdoll of the teddy is with more models, and it uses groups and stuff... you can't really create that at runtime i think... it would be perfect if we just could make a good ragdoll in runtime with bones and just 1 model.
Posted By: Shadow969

Re: Ragdoll Physic - 11/09/06 18:35

you can't create it at runtime but you can add hmm... i used 10 ragdoll bodies and then set their positions to dead bodies and activated them, it was not very difficult
Posted By: HeelX

Re: Ragdoll Physic - 11/09/06 18:41

"you can't create it at runtime"

How do you come to this conclusion?
Posted By: Shadow969

Re: Ragdoll Physic - 11/09/06 18:48

in newton physics you have to group child and parent bodyparts in a special order using WED, and i don't know how to add entities created in runtime into groups
Posted By: Helghast

Re: Ragdoll Physic - 11/19/06 21:26

Quote:

Aah, so it is possible to make a physics skeleton, well, that's great, I'm going to look into this a bit more.

Cheers




Phemox, add me to msn, i can show you based of from my code how you can do this.
I did manage to get a ragdoll done with A6 (seperate model parts), i also posted that in SC1 a while ago...
it only took me a whole weekend to do it (also includes understanding how A6 physics work), but you gotta really wanna do it, that's the whole point.

regards,
© 2023 lite-C Forums