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Ragdoll Physic #97954
11/08/06 16:52
11/08/06 16:52
Joined: Dec 2005
Posts: 29
Montreal, qc, Canada
Childair Offline OP
Newbie
Childair  Offline OP
Newbie

Joined: Dec 2005
Posts: 29
Montreal, qc, Canada
Just a sudjestion would be a way to apply the gravity to the body of an antity while at the same time make the squeletton of the character been movable on all physical object.
An exemple of this physic is games like half life 2, flaout, saint's rows and im sure many other title.

Childair

Re: Ragdoll Physic [Re: Childair] #97955
11/08/06 17:23
11/08/06 17:23
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
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HeelX  Offline
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H

Joined: Jul 2001
Posts: 6,904
It is possible to create a skeleton controlled by the A6 physics engine by the use of hinges and balls. Then you can apply it to a boned mesh. It's just work.

Last edited by HeelX; 11/08/06 17:26.
Re: Ragdoll Physic [Re: HeelX] #97956
11/08/06 17:45
11/08/06 17:45
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
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Joined: Sep 2002
Posts: 8,177
Netherlands
Disadvantage is that you'd have to make models from totally separate models right? One foot, one leg, one lower/upper body , upper and lower arms and hands ? Could this be done with invisible physics objects somehow? I haven't looked into this that much yet, but it would be cool..

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Ragdoll Physic [Re: PHeMoX] #97957
11/08/06 18:00
11/08/06 18:00
Joined: Jul 2001
Posts: 6,904
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HeelX Offline
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HeelX  Offline
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Joined: Jul 2001
Posts: 6,904
"Then you can apply it to a boned mesh."

As I said, you can apply the physics skeleton simulation onto the boned model. So you have _one_ model but with a bone skeleton. This has an advantage (visually) over sub-meshes, naturally.

Re: Ragdoll Physic [Re: HeelX] #97958
11/08/06 18:20
11/08/06 18:20
Joined: Oct 2002
Posts: 254
UK, London
Dyc Offline
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Dyc  Offline
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Joined: Oct 2002
Posts: 254
UK, London
It took me 3 hours to create a convincing ragdoll setup in TV3D in C#. I have been trying to do something similar with A6 without much success. First of all phcon_getposition returns weird results if you create more than 5 hinge constraints, I tried to transform the "hips" bone using ent_bonemove but this seems to translate the bones position in model space not world space, and last but not least the ball constrain can not have any limits in A6 you would have to use only hinge constrains. If anyone has an Idea how to solve this I will be glad to hear it.

Re: Ragdoll Physic [Re: HeelX] #97959
11/08/06 18:31
11/08/06 18:31
Joined: Oct 2006
Posts: 873
S
Shadow969 Offline
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Shadow969  Offline
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S

Joined: Oct 2006
Posts: 873
Quote:

"Then you can apply it to a boned mesh."

As I said, you can apply the physics skeleton simulation onto the boned model. So you have _one_ model but with a bone skeleton. This has an advantage (visually) over sub-meshes, naturally.



i tried doing this with Newton, first i created a skeleton with different models and then i tried assigning each models' angle to bones angle, but it behaved strange
Have anybode done this successfully?

Re: Ragdoll Physic [Re: Dyc] #97960
11/08/06 22:26
11/08/06 22:26
Joined: May 2003
Posts: 567
Spain, Canary Islands
Felixsg Offline
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Felixsg  Offline
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Spain, Canary Islands
Quote:

It took me 3 hours to create a convincing ragdoll setup in TV3D in C#. I have been trying to do something similar with A6 without much success. First of all phcon_getposition returns weird results if you create more than 5 hinge constraints, I tried to transform the "hips" bone using ent_bonemove but this seems to translate the bones position in model space not world space, and last but not least the ball constrain can not have any limits in A6 you would have to use only hinge constrains. If anyone has an Idea how to solve this I will be glad to hear it.



The gamestudio ode physics engine not have limits in costrain? then probably conitec need to update the ode engine any months ago ode release a new version with fixed and new features one the constrains limits

Last edited by Felixsg; 11/08/06 22:28.
Re: Ragdoll Physic [Re: Felixsg] #97961
11/08/06 23:14
11/08/06 23:14
Joined: Oct 2002
Posts: 254
UK, London
Dyc Offline
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Dyc  Offline
Member

Joined: Oct 2002
Posts: 254
UK, London
It has constraint limits, just not on the ball joint.

Re: Ragdoll Physic [Re: Dyc] #97962
11/09/06 02:04
11/09/06 02:04
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
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Joined: Sep 2002
Posts: 8,177
Netherlands
Aah, so it is possible to make a physics skeleton, well, that's great, I'm going to look into this a bit more.

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Ragdoll Physic [Re: PHeMoX] #97963
11/09/06 03:58
11/09/06 03:58
Joined: Dec 2005
Posts: 29
Montreal, qc, Canada
Childair Offline OP
Newbie
Childair  Offline OP
Newbie

Joined: Dec 2005
Posts: 29
Montreal, qc, Canada
If anyone have clues how i could manage to create even a basic physic with a 2 bone squeletton would be greatly appreciated.

Maybe give an tutorial how to build one would be really nice.

Thankx alote for the discution guys.

Childair

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