Developping Ragdolls

Programming Reality Factory and Genesis3D.
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federico
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Developping Ragdolls

Post by federico » Fri Mar 17, 2006 8:15 pm

Some screenshots of a future demo, showing improved ragdolls. This is PhysicsScript. It has to converted to RF code.
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federico
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Post by federico » Fri Mar 17, 2006 8:16 pm

.............................
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AndyCR
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Post by AndyCR » Fri Mar 17, 2006 8:37 pm

WOW, awesome! I remember one of the tokomak demos, it had guys very similar to that, and it had them falling down stairs, and one somehow got caught so he looked like a normal person really sad sitting on the stairs holding his head in his hands... lol! Great work! Go Nout and Federico! :D

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federico
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Post by federico » Sat Mar 18, 2006 6:13 pm

I translated the PhysicsScript to RF Code and i have simplified the existing Ragdoll Entity. It requires more work but in this way you can easily put four or more ragdoll entity without write all that code . Although, physicsScript can power up your game much more than the Entity System.
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animatrix
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Post by animatrix » Sun Mar 19, 2006 12:15 am

Incredible as always,,,, :D

shadow
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Post by shadow » Tue Mar 21, 2006 2:42 pm

Very cool.
Be nice to see this in RF.
Great work.

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federico
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Post by federico » Tue Mar 21, 2006 5:08 pm

I've finished a demo that show the application of a new modifid version of the Ragdoll entity. Some bug must be fixed, but it works. The demo is composed by seven test.

For Developpers:

The only lack is on the six demo. I set up a ragdoll that mirrors the bone position/rotation of virgil but it works only when virgil doesn't rotate. In facts I've fixed some bugs in the GetBoneXYZ and I created a GEtBoneRotation but there are some problems getting the correct angles. The GetBoneRotation function in ActorMAnager call for the Get_EulerAngle Genesis function but the result is quite odd. There are wrong inversions of angles (the correct order is zyx). Probably I'm not so competent to fix it so I ask Nout QoD and Wxb1 to look at this. If this is fixed, attaching a ragdoll to a pawn matching bone rotation and position is a joke! Then we can find a way to make the actor bones follow the Physics joint rotation and position.
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federico
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Post by federico » Tue Mar 21, 2006 5:09 pm

..............
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AndyCR
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Post by AndyCR » Tue Mar 21, 2006 5:19 pm

my first reaction was, out loud, "noooo....." i cant believe im seeing this in rf... GREAT job!

Nout
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Post by Nout » Tue Mar 21, 2006 5:45 pm

Frederico,

For the rotation, do not use the Genesis version, as this only is set up to work correcty for 0 to 180 degrees, but not -180 to + 180 degrees

Instead use the RF version of it, eg:

CCD->ActorManager()->Position(PhActor[rgNr], Pos);
CCD->ModelManager()->GetEulerAngles(&M, &Angles); //the default Genesis function is NOK!
CCD->ActorManager()->Rotate(PhActor[rgNr], Angles);

This postions + rotates the actor

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jonas
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Post by jonas » Tue Mar 21, 2006 8:31 pm

WoW! :o I'm glad your good at scripting rf because I'm horrible
Jonas

Focused, hard work is the real key to success. Keep your eyes on the goal, and just keep taking the next step towards completing it. If you aren't sure which way to do something, do it both ways and see which works better. - John Carmack

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Post by Spyrewolf » Tue Mar 21, 2006 9:25 pm

WOW!

this is great your really putting together some great demo's as of late, this one is no exception, BRILLIANT!

so are you developing this as an entity?, or is this a script that you have written

either way ragdolls in RF! SUHWEET!!!!!

nice work dude, can't wait for a demo!

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