razor ai used newton for ragdoll. Not the commercial 1 object physics. and the feature didn't make it into the final copy. Friendly Chris also has ragdoll with newton working
Re: Implementing ragdoll in Commercial
[Re: Matt_Coles]
#52090 08/21/0511:0308/21/0511:03
i think this is very hard because after the collision you need to bring the pieces back to original position and animate, its more easy animate the hits and use ragdoll only for death, like the most of the games in the market.
Tell Me, iWaNtToKnOw!
Re: Implementing ragdoll in Commercial
[Re: iWaNtToKnOw]
#52091 08/22/0507:0708/22/0507:07
you could set the bones position to the pieces how it fell, and blend it into a standup animation or something... will be very hard, and dont forget about the fps. good luxk on it.
Is there any way at all to create a bones ragdoll system without Newton, in Comm? I guess I'm just asking the same question but I could use a standard ragdoll system for my racing game.
Re: Implementing ragdoll in Commercial
[Re: MatAllum]
#52093 08/27/0506:3308/27/0506:33