Developping Ragdolls
Developping Ragdolls
Some screenshots of a future demo, showing improved ragdolls. This is PhysicsScript. It has to converted to RF code.
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- screen000.jpg (18.79 KiB) Viewed 1453 times
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- screen006.jpg (20.58 KiB) Viewed 1453 times
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!
RF2 site: http://realityfactory2.sourceforge.net/
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
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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- screen002.jpg (18.86 KiB) Viewed 1428 times
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- screen001.jpg (13.8 KiB) Viewed 1429 times
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- screen000.jpg (13.1 KiB) Viewed 1429 times
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.
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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- b_screen011.jpg (21.76 KiB) Viewed 1391 times
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- b_screen007.jpg (40.15 KiB) Viewed 1391 times
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- b_screen002.jpg (20.34 KiB) Viewed 1392 times
my first reaction was, out loud, "noooo....." i cant believe im seeing this in rf... GREAT job!
RF2 site: http://realityfactory2.sourceforge.net/
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
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
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
WoW! 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
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