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Re: unlimited ragdolls 2, yay im back! [Re: xXxGuitar511] #158996
10/12/07 07:15
10/12/07 07:15
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline OP
Expert
Helghast  Offline OP
Expert

Joined: Jan 2004
Posts: 3,023
The Netherlands
Quote:

Well, I figured out how to do it... in theory

If I set the skeleton of the model to an easy to use pose, then I can subtrace the phy-ent angle, from the base angle, and then locally rotate the bone (after resetting it) to that angle. It should work, but.... IDK, we'll see....




yeah, basically, but when i do that, it doesnt rotated like it should, for some weird reason XD

dunno if you got MSN/ICQ, but add me, maybe we can figure this out together!

regards,


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Re: unlimited ragdolls 2, yay im back! [Re: Helghast] #158997
10/12/07 17:02
10/12/07 17:02
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
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xXxGuitar511  Offline
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Joined: Mar 2006
Posts: 2,503
SC, United States
Well, on another project I'm having alot of trouble rotating bones away from the sun direction (faked volumetric lighting)... It's not working out too well

I have to work tonight, but I'll check MSN tomorrow...


xXxGuitar511
- Programmer
Re: unlimited ragdolls 2, yay im back! [Re: Helghast] #158998
10/12/07 22:30
10/12/07 22:30
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Slin  Offline
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Joined: May 2005
Posts: 2,713
Lübeck
Quote:

Quote:

Well, I figured out how to do it... in theory

If I set the skeleton of the model to an easy to use pose, then I can subtrace the phy-ent angle, from the base angle, and then locally rotate the bone (after resetting it) to that angle. It should work, but.... IDK, we'll see....




yeah, basically, but when i do that, it doesnt rotated like it should, for some weird reason XD

dunno if you got MSN/ICQ, but add me, maybe we can figure this out together!

regards,




That is exactly my problem it works perfect with one bone but doesn't with more -_-

Re: unlimited ragdolls 2, yay im back! [Re: Helghast] #158999
10/13/07 14:46
10/13/07 14:46
Joined: May 2005
Posts: 107
Latvia
raymich Offline
Member
raymich  Offline
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Joined: May 2005
Posts: 107
Latvia
nice looking project, i wish i could program something like that

btw, i noticed that when ragdolls are still active and shaking when finished sliding off the ramp. In a real game that could slow down the game badly with multiple ragdolls still being calculated on death

Re: unlimited ragdolls 2, yay im back! [Re: raymich] #159000
10/13/07 16:01
10/13/07 16:01
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline OP
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Helghast  Offline OP
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Joined: Jan 2004
Posts: 3,023
The Netherlands
Quote:

nice looking project, i wish i could program something like that

btw, i noticed that when ragdolls are still active and shaking when finished sliding off the ramp. In a real game that could slow down the game badly with multiple ragdolls still being calculated on death




it's only a stresstest im aware of this.

if you read any later post, it was suggested some of the things how to fix this, and i allready used some

regards,


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Re: unlimited ragdolls 2, yay im back! [Re: Helghast] #159001
10/15/07 15:11
10/15/07 15:11
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
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xXxGuitar511  Offline
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Joined: Mar 2006
Posts: 2,503
SC, United States
YAY!

I got it working.... yeah, exactly as you were saying about the rotations. Apparently there's a bug in ang_for_bone(). Calling it will do a bone_reset(), which will screw up everything

I'm debating sharing my solution, but I have a working ragdoll system (entire Bones system created through CreateBones() ). The model's bones will rotate to match the skeleton.

However, (a little hint) since I'm forced to use the PH_HINGE of physics, I can only rotate each bone in one direction (unless I add another [small] bone in between the joints). So for now, it works, but it's not as realistic as it can become

I'm working on a little demo, where the "testdummy" model (you choose how many) all run towards a bomb, then when you press space, it explodes, sending them all flying!

I'll try to have it soon....


xXxGuitar511
- Programmer
Re: unlimited ragdolls 2, yay im back! [Re: xXxGuitar511] #159002
10/15/07 18:35
10/15/07 18:35
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline OP
Expert
Helghast  Offline OP
Expert

Joined: Jan 2004
Posts: 3,023
The Netherlands
Quote:

YAY!

I got it working.... yeah, exactly as you were saying about the rotations. Apparently there's a bug in ang_for_bone(). Calling it will do a bone_reset(), which will screw up everything

I'm debating sharing my solution, but I have a working ragdoll system (entire Bones system created through CreateBones() ). The model's bones will rotate to match the skeleton.

However, (a little hint) since I'm forced to use the PH_HINGE of physics, I can only rotate each bone in one direction (unless I add another [small] bone in between the joints). So for now, it works, but it's not as realistic as it can become

I'm working on a little demo, where the "testdummy" model (you choose how many) all run towards a bomb, then when you press space, it explodes, sending them all flying!

I'll try to have it soon....




cool! why dont we share our code, and make this the biggest contribution EVER! (for free, yes).
Shoot me on MSN/ICQ.

regards,


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Re: unlimited ragdolls 2, yay im back! [Re: Helghast] #159003
10/15/07 22:41
10/15/07 22:41
Joined: Oct 2006
Posts: 106
i_program_games Offline
Member
i_program_games  Offline
Member

Joined: Oct 2006
Posts: 106
Quote:

cool! why dont we share our code, and make this the biggest contribution EVER! (for free, yes).




I second that motion.


Chaos is a paradox consistently inconsistent.
Re: unlimited ragdolls 2, yay im back! [Re: i_program_games] #159004
10/16/07 03:56
10/16/07 03:56
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
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xXxGuitar511  Offline
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Joined: Mar 2006
Posts: 2,503
SC, United States
Soon

Whats your MSN. I added your email address, but no show so far...


I'm still putting together the demo. It's [mostly] working. However, I've run into another [odd] bug. Sometimes the model reads the orientation of the base wrong, so the model will sometimes "twitch" to the wrong angle, then back...


xXxGuitar511
- Programmer
Re: unlimited ragdolls 2, yay im back! [Re: xXxGuitar511] #159005
10/16/07 07:13
10/16/07 07:13
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline OP
Expert
Helghast  Offline OP
Expert

Joined: Jan 2004
Posts: 3,023
The Netherlands
Quote:

Soon

Whats your MSN. I added your email address, but no show so far...


I'm still putting together the demo. It's [mostly] working. However, I've run into another [odd] bug. Sometimes the model reads the orientation of the base wrong, so the model will sometimes "twitch" to the wrong angle, then back...




think that's the gimbal lock...
anyway. my msn is dennisiscool [at] hotmail [dot] com.
im interested in seeing this work, and if we combined my uber code to yours, we'd have a win-win situation

regards,


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
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