Does Ogrenewt supports physically based character animation?

iversons

29-08-2008 11:06:12

Hello,

can i implement the physically based character animation that is similar as implementing them in ODE ?

Does Ogrenewt has the advantages over using ODE in terms of simulating the characters? or the same?

please help.
thanks!

walaber

29-08-2008 21:53:53

how is it implemented in ODE?

It is very possible to make fully physics-controlled animation with Newton / OgreNewt... as you can see from this tech test:

http://www.youtube.com/watch?v=ZG5-Ghluhs8

iversons

09-09-2008 07:57:38

how is it implemented in ODE?

It is very possible to make fully physics-controlled animation with Newton / OgreNewt... as you can see from this tech test:

http://www.youtube.com/watch?v=ZG5-Ghluhs8



It was really great..........

But I would like to know how can you create the joints with mesh in ogrenewt????

iversons

09-09-2008 09:53:24

Do you mean the Ragdoll example of ogrenewt?
I think it's pretty hard to define the xml file for the joints....
any better methods to do so?




how is it implemented in ODE?

It is very possible to make fully physics-controlled animation with Newton / OgreNewt... as you can see from this tech test:

http://www.youtube.com/watch?v=ZG5-Ghluhs8



It was really great..........

But I would like to know how can you create the joints with mesh in ogrenewt????

walaber

12-09-2008 19:55:48

the ragdoll demo is just an example, you can make your own file format, or just do everything in code if you want...

iversons

13-09-2008 08:18:22

the ragdoll demo is just an example, you can make your own file format, or just do everything in code if you want...

thanks~

But I would like to know how can I define the XML file (the joint position) such that the system knows which parts of joints I 'm specifying?