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Implementing ragdoll in Commercial #52085
08/18/05 01:48
08/18/05 01:48
Joined: Apr 2005
Posts: 190
Variable
A
ArchitectTempest Offline OP
Member
ArchitectTempest  Offline OP
Member
A

Joined: Apr 2005
Posts: 190
Variable
I searched for this, didn't find anything...

Can I implement ragdoll on one model in Commercial edition? Example

My character hits a Npc. npc uses ragdoll physics from collision.

Two seconds later

Npc then hits my character. My character uses ragdoll physics from collision.

Is this possible.

Re: Implementing ragdoll in Commercial [Re: ArchitectTempest] #52086
08/20/05 10:05
08/20/05 10:05
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline
Expert
Helghast  Offline
Expert

Joined: Jan 2004
Posts: 3,023
The Netherlands
no, not yet, unless you make all body parts seperate, but you cant use bones to get up like Havoc uses it.


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Re: Implementing ragdoll in Commercial [Re: Helghast] #52087
08/20/05 19:48
08/20/05 19:48
Joined: Apr 2005
Posts: 190
Variable
A
ArchitectTempest Offline OP
Member
ArchitectTempest  Offline OP
Member
A

Joined: Apr 2005
Posts: 190
Variable
I see....Thanks.

Re: Implementing ragdoll in Commercial [Re: ArchitectTempest] #52088
08/20/05 21:00
08/20/05 21:00
Joined: Sep 2002
Posts: 758
Sunny Scotland
xoNoid Offline
Developer
xoNoid  Offline
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Joined: Sep 2002
Posts: 758
Sunny Scotland
Also I think that Razer AI has some kind of ragdoll system which you can buy.

Re: Implementing ragdoll in Commercial [Re: xoNoid] #52089
08/21/05 08:45
08/21/05 08:45
Joined: Jul 2003
Posts: 893
Melbourne, Australia
Matt_Coles Offline

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Matt_Coles  Offline

User

Joined: Jul 2003
Posts: 893
Melbourne, Australia
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
08/21/05 11:03
08/21/05 11:03
Joined: Jun 2005
Posts: 54
I
iWaNtToKnOw Offline
Junior Member
iWaNtToKnOw  Offline
Junior Member
I

Joined: Jun 2005
Posts: 54
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
08/22/05 07:07
08/22/05 07:07
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline
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Helghast  Offline
Expert

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

regards,


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Re: Implementing ragdoll in Commercial [Re: Helghast] #52092
08/25/05 23:16
08/25/05 23:16
Joined: Jan 2005
Posts: 330
USA
M
MatAllum Offline
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MatAllum  Offline
Senior Member
M

Joined: Jan 2005
Posts: 330
USA
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
08/27/05 06:33
08/27/05 06:33
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline
Expert
Helghast  Offline
Expert

Joined: Jan 2004
Posts: 3,023
The Netherlands
not in comm without newton. you have a 1 physics limit object there.


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

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