My ragdoll isn't... ragging...

Ravine

10-01-2007 01:44:33

We'll I have made a demo with my engine and am using walaber's ragdoll class for ragdolls. I set up everything, I have the newton listener setup, and when you press enter it makes the character a ragdoll. So, I press enter and all that happens is the character falls, when it hits the ground it is still standing upright and it isn't, well, ragging. :-p

Any help on this?

Ravine

11-01-2007 03:35:49

Sorry to be so pushy with this, but I would really appreciate the help.

BergBoy

11-01-2007 05:07:14

uhm, can u take a screenshot of the ragdoll with the debug lines on? Post ur XML for the ragdoll. etc etc Is it the stock Zombie Ragdoll? more info please :D

Ravine

11-01-2007 17:47:40

I'm not on my home computer right now so the only information I can offer at this time is that, it is the zombie stock model with the hull xml. If I can remember right, the debugger keeps spitting out an bunch of lines like "Update 0 objects blah blah"

One thing I think it could be (I'm not looking at my code) is that it keeps calling the constructor for the ragdoll, because I'm not sure that I set the key test variable back to false. I will check that when I get home, but if anyone thinks it might be something else, please tell.

Ravine

12-01-2007 14:19:39

I changed from using the ogrenewt framelistener to using the mWorld->update(real) call. It does the same thing still, he just falls faster and doesn't shake like he used to. I'm not sure why he doesn't fall on the ground and act like a ragdoll though. Any ideas would be nice.

Thunar

08-05-2007 01:39:38

I got an similar problem, but with the ragdoll demo. You can watch a video of the problem here: http://www.youtube.com/watch?v=G2slHbd6zWE

Thanks in advance.

Vectrex

08-05-2007 03:35:47

I got an similar problem, but with the ragdoll demo. You can watch a video of the problem here: http://www.youtube.com/watch?v=G2slHbd6zWE

Thanks in advance.


heh, press the 1 or 2 key perhaps? :)

Thunar

08-05-2007 09:10:27

hehe d'oh. Should be shown in the ui ;)