Using Skelatal Animation with OgreNewt

Eldarion

30-06-2007 10:14:58

Hi

i'm just thinking about implementing a collisioncheck in my little RPG. But theres a little problem with the Character collision. i use skelatal animation (.skeleton) to animate my character. But if i just create an ellipsoid shape around the character there is a problem with the fighting later, if it could be possibly to not hurt any other npc. i'll have to check if the sword or whatever touches other npc. My first idea was to create multiple collision bodys and use joints, but is that good?
Maybe use one body for one bone?
how do you solved this problem?

Eldarion

Eldarion

02-07-2007 11:42:44

I just thought about my problem and talk to some people in the ogre channel.

There are two possiblitys in my oppinion:

1. the ragdoll class in newton, but i don't know if this possible.

2. i create a few shapes. one fore the torso, one for the head, two for each arm and one for each leg. They're connected with Joints.

Maybe i also have to use a mix of both. I don't know if ragdoll have collision implemented. What do you think is better?
I think for an Action-RPG like Gothic or Oblivion (Just type of gameplay, not so big)

Eldarion

03-07-2007 09:18:47

Can you just tell me if that is possible with the ogrenewt ragdoll class or if i had to write my own class for that?