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Ragdoll Template [New version]
#309879
02/11/10 19:20
02/11/10 19:20
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Joined: Jan 2004
Posts: 3,023 The Netherlands
Helghast
OP
Expert
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OP
Expert
Joined: Jan 2004
Posts: 3,023
The Netherlands
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Hi people! I finally came around to add ragdoll blending and update the previous ragdoll scripts into a Template (thanks to help from EvilSOB). I have uploaded a testdemo for people to see the ragdoll blending from any last animation frame. The demo has the sourcescripts included, so you can copy/paste that for your needs. However to the people with less bandwidth, I have uploaded the ragdoll template seperately (and the script that creates the ragdoll to see how it works). So without further ado; here are the download links to the demo and source. Ragdoll blending Demo Ragdoll Template sourcecode controls: R - to turn character into ragdoll... that's all! Have fun, and I love feedback!
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Re: Ragdoll Template [New version]
[Re: Helghast]
#309882
02/11/10 19:32
02/11/10 19:32
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Joined: Sep 2009
Posts: 496
Progger
Senior Member
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Senior Member
Joined: Sep 2009
Posts: 496
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hi helghast thx for this ragdoll code (: Can u make a tut how to use ragdoll because i do not know how to use this on other models This would be great With friendly Greetings programmer
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Re: Ragdoll Template [New version]
[Re: Progger]
#309883
02/11/10 19:33
02/11/10 19:33
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Joined: Oct 2007
Posts: 5,210 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
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nice, ill try this out with some other models this weekend.
3333333333
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Re: Ragdoll Template [New version]
[Re: Rei_Ayanami]
#309891
02/11/10 19:51
02/11/10 19:51
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Joined: Jan 2004
Posts: 3,023 The Netherlands
Helghast
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OP
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Joined: Jan 2004
Posts: 3,023
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hi helghast thx for this ragdoll code (: Can u make a tut how to use ragdoll because i do not know how to use this on other models This would be great I will eventually, but not very soon... Work and girlfriend take time as well nice, ill try this out with some other models this weekend. Show us how that went! Nice, but you should definitly reset the physics for the objects after it doesen't really move anymore - else it eats too many frames xD Yes, I agree... But the whole code is unoptimised yet i can implement alot more of these, but simply wanted to get something out people can work with again thanks! regards,
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Re: Ragdoll Template [New version]
[Re: darkinferno]
#309964
02/12/10 10:47
02/12/10 10:47
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Joined: Jan 2004
Posts: 3,023 The Netherlands
Helghast
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Joined: Jan 2004
Posts: 3,023
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this is quite nice, tho i already accomplished blending, dont know who's is faster though, i'll definately look into this Hehehee, I had achieved it in the previous version on A6 as well... was too lazy to convert it over though, finally got round to it (was the easiest script ever, literally just 4 lines added). Let me know who's is faster, and how you did your ragdoll if different I love to learn new techniques! regards,
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Re: Ragdoll Template [New version]
[Re: Helghast]
#310157
02/13/10 12:25
02/13/10 12:25
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Joined: May 2009
Posts: 1,816 at my pc (duh)
darkinferno
Serious User
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Serious User
Joined: May 2009
Posts: 1,816
at my pc (duh)
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this is quite nice, tho i already accomplished blending, dont know who's is faster though, i'll definately look into this Hehehee, I had achieved it in the previous version on A6 as well... was too lazy to convert it over though, finally got round to it (was the easiest script ever, literally just 4 lines added). Let me know who's is faster, and how you did your ragdoll if different I love to learn new techniques! regards, ok, well here's one lovely thing that i did, i calculated the speed of the entity then used that speed to apply a force to the ragdoll when spawned so if your running forward and get shot, you wont just fall down but fly forward and drop on your face [looks alot better]
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Re: Ragdoll Template [New version]
[Re: darkinferno]
#310158
02/13/10 13:01
02/13/10 13:01
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Joined: Jan 2004
Posts: 3,023 The Netherlands
Helghast
OP
Expert
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OP
Expert
Joined: Jan 2004
Posts: 3,023
The Netherlands
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this is quite nice, tho i already accomplished blending, dont know who's is faster though, i'll definately look into this Hehehee, I had achieved it in the previous version on A6 as well... was too lazy to convert it over though, finally got round to it (was the easiest script ever, literally just 4 lines added). Let me know who's is faster, and how you did your ragdoll if different I love to learn new techniques! regards, ok, well here's one lovely thing that i did, i calculated the speed of the entity then used that speed to apply a force to the ragdoll when spawned so if your running forward and get shot, you wont just fall down but fly forward and drop on your face [looks alot better] Ah, nice! But that's a dependancy per project, something that not all games will want. So if a user wants that he'll have to do that himself. I made the template to create ragdolls, how you apply a force to that is up to the user himself regards,
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Re: Ragdoll Template [New version]
[Re: 3run]
#311918
02/22/10 08:22
02/22/10 08:22
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Joined: Jan 2004
Posts: 3,023 The Netherlands
Helghast
OP
Expert
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OP
Expert
Joined: Jan 2004
Posts: 3,023
The Netherlands
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Can not get it to work normal with other model That's not very helpfull What's not working, what did you do and how did you set it up? regards,
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Re: Ragdoll Template [New version]
[Re: 3run]
#316617
03/25/10 16:28
03/25/10 16:28
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Joined: Mar 2004
Posts: 92 Dresden
Revo
Junior Member
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Junior Member
Joined: Mar 2004
Posts: 92
Dresden
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ok i hope my english is understandable: i currently try to assign your ragdoll-code to an other modell (an ork ^^). theres not a big difficulty to create the collision modells, but now i came to the following problem: my "pelvis"-bone / model is not right centered (is 30 quants up) and if I move the whole model in MED down (plus the bones) all animations become trash ... (maybe its a beginner mistake but i just see no way to do this in MED ) thx for every helping answer. edit:ok, i managed a workarround (with an additional polygon and "Transform model global"->"Center model") ... but can not be the answer ^^
Last edited by Revo; 03/25/10 17:45.
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Re: Ragdoll Template [New version]
[Re: Revo]
#316790
03/26/10 16:30
03/26/10 16:30
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Joined: Dec 2008
Posts: 1,218 Germany
Rackscha
Serious User
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Serious User
Joined: Dec 2008
Posts: 1,218
Germany
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Just one question: The legs and shoulders do they support 2Axis rotation? Because a shoulder for example has more movement freedom(2 axis/kind of ball hinge) as the rest of the arm.
EDIT: because the 2 Axis thing is always the thing i got stuck at.
Greets Rackscha
Last edited by Rackscha; 03/26/10 16:35.
MY Website with news of my projects: (for example my current Muliplayer Bomberman, GenesisPrecompiler for LiteC and TileMaster, an easy to use Tile editor) Sparetime-Development
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Re: Ragdoll Template [New version]
[Re: Helghast]
#316872
03/27/10 13:28
03/27/10 13:28
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Joined: Dec 2008
Posts: 1,218 Germany
Rackscha
Serious User
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Serious User
Joined: Dec 2008
Posts: 1,218
Germany
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Do you mean ever hinge in your template or every hinge in ODE in general? If in general i did something really wrong, because i havent managed two asign to axis to a single hinge . But your contribution is awesome as always^^. MAybe later(if you have time) you can try to do a Newton template? I think newton is working better than ODE(as far as my experience go with this 2 engines). EDIT: i went to toilet some minutes ago to do my business, and got an Idea.(havtn watched your code yet). Maybe you are not rotating the player's pan tilt an roll?? So youre just updating its position and the rest of the orientation is done by the bones? I always tried to rotate my player which is the problem(maybe)? Greets Rackscha
Last edited by Rackscha; 03/27/10 13:48.
MY Website with news of my projects: (for example my current Muliplayer Bomberman, GenesisPrecompiler for LiteC and TileMaster, an easy to use Tile editor) Sparetime-Development
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