Originally Posted By: Helghast
Originally Posted By: Locoweed
Originally Posted By: darkinferno
i guess it may be rather easy to do, just attach each bone of your character to one of the models... i think he really should do that to showcase the dll too though


That is was I was talking about, should be showcased in the demo program. Would probably help sales a little if people actually see it working on a model in the Demo instead of just switching to a tube body. Also, it is more useful for anyone trying to set up the dll to work with their models if there is an actual real example model that is working with ragdoll with the dll.

Just my advise. Take it for what's its worth.


I guess the problem is that cbabe is setup wrong (bones etc) so that produces very weird results...
he could hook up my ragdoll headers, and convert them to PhysX (shouldnt be that hard at all).

Who knows, i might someday..

regards,

PS: SHIT, that reminds me, i was gonna send the header's to other people... 2 weeks ago... ouch xD


I am really not trying to be a dick or anything, but surely if you can write a PhysX dll, you surely can bone an example c-babe model or something that works with it. That's all I am saying. I hate seeing people spend so many hours actually creating a good plugin or whatever, but never finish it off with practical examples for people to relate to. Absolutely have to have a Max Biped example converted to a 3dgs mdl that works with the plugin at the minimum (especially with the ragdoll, if you haven't tested the ragdoll with Max biped, well...), and perhaps even one quad, but definitely a Max Biped example. And documentation is the same. You can create the best plugin ever, but without detailed documentation, you loose 1/2 your customers just because they can't figure out or see how it works.


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