Ragdoll Physics(Video)

Programming Reality Factory and Genesis3D.
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federico
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Ragdoll Physics(Video)

Post by federico » Fri Sep 14, 2007 5:15 pm

I open a new topic just to be sure everyone can see it...

http://youtube.com/watch?v=paRvSV2xNAI

This is a video showing the first working prototype of ragdoll physics for skinned meshes. I can't implement this in RF code this weekend so you have to wait some longer, sorry. I have some ideas for the code implementation but still you will have some limitations:

1) you should use it via low-level scripting (no player integration planned at this time).
2) This ragdoll is tuned to be used with my actor skeleton. It could not work with your actor scale and bone rotation/position. I will provide my skeleton with my animations (grabbed from far-cry).

... die animations goodbye!

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LtForce
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Post by LtForce » Fri Sep 14, 2007 5:53 pm

Only three words man: SUPER MEGA AWESOME!!
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paradoxnj
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Post by paradoxnj » Fri Sep 14, 2007 10:43 pm

That looks real good. :)

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AndyCR
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Post by AndyCR » Sat Sep 15, 2007 1:09 am

Wow, that's incredible! Excellent job! :D

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Post by ardentcrest » Sat Sep 15, 2007 11:44 am

And when you thought RF could not get any better.

great job Fed.

cant wait for the patch.
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Post by bernie » Sat Sep 15, 2007 12:31 pm

Like I said before, Your'e the man fed. Great work.

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steven8
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Post by steven8 » Sat Sep 15, 2007 12:35 pm

Fantastic video, Federico. You are a legitimate talent!!
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Post by jonas » Sun Sep 16, 2007 7:39 am

wow man! great work!
Jonas

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Post by Jay » Sun Sep 16, 2007 12:26 pm

cool. I will definitely merge the patches after the release has been made. (community release + physics patch = incredible flexibility) :)
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Post by federico » Sun Sep 16, 2007 1:51 pm

thanks for all the kind comments.
I've changed the ragdoll in the legs connection with the torso. I had to add two more bodies to the ragdoll but it's better now. I still have some problem to have a smooth transition between the standard animation and the "ragdollization" of the genesis actor. While shooting the pawn, the hard transition is not so evident (thinking the shoot as a violent force that change the actor state), I would like to see the pawn change himself in ragdoll in the middle of an animation.
1) In this way we can have a partial die animation that matches the bone shot, and then the ragdoll starting at the last frame...
2) we can have a "fall from a too high place" effect of the pawn changing himself into ragdoll while falling...
3) we can simulate explosions....

...and more.
:wink:

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federico
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Post by federico » Sun Sep 16, 2007 7:46 pm

another video showing the new leg setup:

http://youtube.com/watch?v=Si7pTrrtZk0

as you could see the transition is not smooth as I wanted, but the ragdoll is much more realistic.

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Post by AndyCR » Sun Sep 16, 2007 9:13 pm

Very much more realistic looking. What are you using to move him around? Is that a hard-coded feature for testing while you're implementing physics, or is it a script? (IE can people do something similar, like a physics gun, when it is released?)

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federico
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Post by federico » Sun Sep 16, 2007 11:23 pm

In the physics script I've triggered a key to apply a force but in one of my ragdoll demos you can find a "picker" in hl2 style... I probably should bring back that code and convert it to a script command.

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Post by paradoxnj » Mon Sep 17, 2007 2:25 pm

Federico, ragdolls would only be used to simulate death, when a character is falling, or reaction to explosion. If you add a single script command that turns ragdoll on or off that would be more than sufficient.

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Post by fps » Fri Oct 12, 2007 12:29 am

i noticed in the demo you managed to get the shells to eject from one side instead of just flying all over the place.
how did you get that to work. i tried it but with little success.
i might also add that the projectile is an empty instead of the bullet itself which is wrong.

and that most all manufacturers make the ejection of right handed firearms to the right of the weapon so as not to kick shells across your vision and hot gas back into your face. this was simply overloooked in videogame design because it looks cooler to watch the gun work and see the shells fly but in a real firefight you should really be paying attention to the person you are shooting. its just common sence right. :roll:
also the reason for most guns being right handed, is that most people are right handed. although there are some companies that make ambidextrous weapons with easily changed ejectors.
just thought you would like to know.

there is a really good topic about that on the fourm for "The Specialists" mod for halflife. everyon working on a shooter game might benifet from giving it a visit.
i didnt read too far into it though because most of this stuff i already know from actual experience.

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