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Ragdoll's and Football #21923
01/09/04 07:10
01/09/04 07:10
Joined: Mar 2002
Posts: 1,835
Minneapolis, Minnesota, USA
Nardulus Offline OP
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Nardulus  Offline OP
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Joined: Mar 2002
Posts: 1,835
Minneapolis, Minnesota, USA
Has anyone used 3DGS Physic's to implement Ragdoll control for 3DGS boned models?

I am working on a Football Game and I would like to have my players exhibit some Ragdoll action's.

If anybody can point me to some example's that would be great.

Ken

Re: Ragdoll's and Football [Re: Nardulus] #21924
01/27/04 23:20
01/27/04 23:20
Joined: Feb 2003
Posts: 2,826
Margaritaville (Redneck Rivier...
myrlyn68 Offline
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myrlyn68  Offline
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Posts: 2,826
Margaritaville (Redneck Rivier...
Not sure if you had seen this yet - but it manipulates model bones with c-script (WDL files included):

http://www.rumramruf.com/3dgs/bonesdemo.zip

In theory all you would need to do is create a physics entity to use for determining angles and rotations - then use c-script to match those angles and rotations on a model with a matching skeleton. Since each physics entity would be it's own bounding box connected with constrants (hinges for the most part - though others would be appropriate too) - you would be able to keep fairly accurate collision.

Right now though with Commercial and my one physics entity all I can do is a pretty good ragdoll snail. It should work though.


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Re: Ragdoll's and Football [Re: myrlyn68] #21925
01/27/04 23:35
01/27/04 23:35
Joined: May 2002
Posts: 7,441
ventilator Offline
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ventilator  Offline
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Posts: 7,441
Quote:

then use c-script to match those angles and rotations on a model with a matching skeleton.


this could be trickier than it sounds. complicated euler angle conversions and such stuff could be involved...

...
maybe i will try to convert my animation tool into a rag doll editor if i have some time... ( http://www.conitecserver.com/ubbthreads/showflat.php?Cat=&Number=335998&page=0&view=collapsed&sb=5&o=&fpart=1 )

creating a hierarchy of constrained physics entities based on the models skeleton would be quite easy.

then i would implement some way to edit the limits of the joints. controlling the limits could be tricky.

and somehow the models skeleton would have to be bound to the physics entities then. i think this is the trickiest part and i am not sure how and if that would work!

Re: Ragdoll's and Football [Re: ventilator] #21926
01/28/04 05:15
01/28/04 05:15
Joined: Mar 2002
Posts: 1,835
Minneapolis, Minnesota, USA
Nardulus Offline OP
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Nardulus  Offline OP
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Joined: Mar 2002
Posts: 1,835
Minneapolis, Minnesota, USA
Thanks for the good ideas.

I was thinking in this direction also but needed your brillant confirmation.

One would think this could be made generic enough that users could just specify bones that need to be hinged. So it could be used on any boned model.

Ken


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