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Re: ragdoll [Re: frescosteve] #147914
08/25/07 00:00
08/25/07 00:00
Joined: Mar 2004
Posts: 281
England
frescosteve Offline OP
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frescosteve  Offline OP
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How do you update the bones position and angle according to where the new models position is?

Last edited by frescosteve; 08/25/07 00:46.
Re: ragdoll [Re: frescosteve] #147915
08/28/07 14:20
08/28/07 14:20
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Lübeck
Slin Offline
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Quote:

How do you update the bones position and angle according to where the new models position is?




This is the only point I´ve got some problems with. I´m already done with creating the skeleton out of single physikentities.The problem isn´t really the angle but the the position. Each physikentity has it´s own action and "knows" the name of the bone it is placed on.

Thanks,
Slin

Re: ragdoll [Re: Slin] #147916
08/28/07 22:49
08/28/07 22:49
Joined: Mar 2004
Posts: 281
England
frescosteve Offline OP
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frescosteve  Offline OP
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I also have the same problem. The hand book says you must reset the bone first if you want to set it to a certain position. I do this and it still returns strange figures.

Last edited by frescosteve; 08/28/07 22:50.
Re: ragdoll [Re: frescosteve] #147917
08/29/07 01:45
08/29/07 01:45
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Metal_Man Offline
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are the physics ents constrained?

also, you dont HAVE to reset it. thats for combining multiple animations using ANM_ADD
for this you might want to check out the part of the lite-c workshops in the chapter on advanced uses for bones. Intstead of setting bones to entity positions, change the ANGLES to point the bones at their associated entities

Re: ragdoll [Re: Metal_Man] #147918
08/29/07 02:24
08/29/07 02:24
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frescosteve Offline OP
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o.k. I set you "programmers" a challenge. I bet you can't do it.

1. Create a box with one bone with all verts attached. (main box 1 should be bigger than box 2)
2. Create a second box with one bone and all verts attached. (box 2)
3. Create a large box which has physics enabled. (box 3 should be bigger than box 1)
4. Create a level and put the large box about 5000 quants on x.
5. Place box 1 at position 0,0,0 and make it passable and transparent.
6. Place box 2 at position 0,0,0 and enable physics on this box.
7. Create a short function to send box 3 towards 0,0,0 (minus X). Function should run on a key press.
8. Write a script to update the position and angle of box 1 using the bone only. Use ent_bonemove, ent_bonerotate and ent_bonereset. Box 1 should equal the position of box 2.

If you done it how I have then you should notice that ent_bonemove doesnt seem to work properly. If not then you have a different problem or you are a true programmer for 3D Gamestudio and would you please send me the project with code.

Last edited by frescosteve; 08/29/07 02:25.
Re: ragdoll [Re: frescosteve] #147919
08/29/07 03:30
08/29/07 03:30
Joined: Mar 2004
Posts: 281
England
frescosteve Offline OP
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I have only gone and cracked the problem. I followed my own instruction as from the last post lol. I recreated a game and ran some tests. The problem with ent_bonemove is that it takes the scale of a model into account. (THIS SHOULD BE STATED IN THE MANUAL) If both models have the same scale then the can both equal the same co-ordinates. I guess ent_bonemove must devide all values in the vector (that are returned) by the scale of the model.

edit: Just found out another thing... ent_bonemove also relys on the origin. Rather than the actual bone position.

Last edited by frescosteve; 08/29/07 04:30.
Re: ragdoll [Re: frescosteve] #147920
08/29/07 08:20
08/29/07 08:20
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Shadow969 Offline
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You solved it? congratulations! it'll be interesting to see a video

Re: ragdoll [Re: frescosteve] #147921
08/29/07 09:57
08/29/07 09:57
Joined: Apr 2006
Posts: 1,551
Netherlands
D3D Offline
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@ frescosteve: If it should be stated in the manual, maybe you can post the info at Blame the Manual forum. Could be helpful to others I guess!?


smile
Re: ragdoll [Re: D3D] #147922
09/03/07 02:07
09/03/07 02:07
Joined: Mar 2004
Posts: 281
England
frescosteve Offline OP
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I have posted on the Blame the Manual forum. I have also posted on the tutorial forum asking for a detailed tutorial in creating a fully working rag-doll.

Re: ragdoll [Re: frescosteve] #238584
11/28/08 12:56
11/28/08 12:56
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MDMDFSS Offline
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How do you want to use the ragdoll?
Is it a Human, that if you kill him he turns into a ragdoll and falls together?
Then thats cool.

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