LucaMoller
22-07-2009 18:56:53
Hello,
I've been using NxOgre in the last 3 months in a project I'm participating for a game contest. It's a 3D Fighting Game. Until now I've been using physics to make the characters walk and jump over the terrain ( they are dynamic boxes or capsules locked from rotation, in which I set Linear Velocity and Orientation to do the movement ), to do some collision tests ( I put some invisible small cube kinematic actors in the bones of the skeleton of the character's mesh, and get information about their to collision with other characters bodies to do the attacking stuff ), and to set the terrain shape (with a .nxs made with flour from its mesh)
It's my first time posting in this forum, although I've read a lot of things here in the last months and got lots of usefull information.
Recently, I've decided to start programing the ragdoll simulation for the characters, which I will activate when they get hit or die. After creating some capsules around the characters body (based on the skeleton of the mesh too), I decided to create some joints between them and turn them dynamic at this moment ( this would be like the "ragdoll activation"). The problem is that I'm getting some strange results with the joints.
I'll explain here in a simple way.
I have the following capsules: left_lower_arm , left_upper_arm, right_lower_arm , right_upper_arm and the main_body
So i create the following spherical joints:
-right_lower_arm , right_upper_arm
-right_upper_arm, main_body
-left_lower_arm , left_upper_arm
- left_upper_arm, main_body
(I'm creating the anchors at the articulations, where they should be)
The result is that the capsules seems to be linked at the right places, but it also seems that they have some weird conection (between capsules i've not created joints!). Now, here comes the yellow lines in the debug renderer:
There are the following yellow line conecting the capsules:
- left_upper_arm , left_lower_arm
- left_upper_arm , right_upper_arm (?!)
- left_upper_arm , right_lower_arm (?!)
I couldn't figure out what these yellow lines from the debug renderer means yet, I've tried to learn more about joints with physx documentation and examples, but i didnt found any good explanation about this.
So, if anyone could answer some of the following questions, I would be gratefull.
- What are these yellow lines in debug renderer ??
- Does the order I create the joints makes a diference? ( It doesnt make sense if yes, but who knows... )
- Any chance there is a problem with joints in NxOgre 1.0 '21(which is the one I'm using) ?
Maybe there is no problem at all and the weird conection I mentioned is something in my head plus the yellow lines hehehe
But I would like to make sure there is no problem with this, because I've seem it will be a pain in the ass to configure the joint parameters to obtain a good result in gameplay.
Thanks in advance!
I've been using NxOgre in the last 3 months in a project I'm participating for a game contest. It's a 3D Fighting Game. Until now I've been using physics to make the characters walk and jump over the terrain ( they are dynamic boxes or capsules locked from rotation, in which I set Linear Velocity and Orientation to do the movement ), to do some collision tests ( I put some invisible small cube kinematic actors in the bones of the skeleton of the character's mesh, and get information about their to collision with other characters bodies to do the attacking stuff ), and to set the terrain shape (with a .nxs made with flour from its mesh)
It's my first time posting in this forum, although I've read a lot of things here in the last months and got lots of usefull information.
Recently, I've decided to start programing the ragdoll simulation for the characters, which I will activate when they get hit or die. After creating some capsules around the characters body (based on the skeleton of the mesh too), I decided to create some joints between them and turn them dynamic at this moment ( this would be like the "ragdoll activation"). The problem is that I'm getting some strange results with the joints.
I'll explain here in a simple way.
I have the following capsules: left_lower_arm , left_upper_arm, right_lower_arm , right_upper_arm and the main_body
So i create the following spherical joints:
-right_lower_arm , right_upper_arm
-right_upper_arm, main_body
-left_lower_arm , left_upper_arm
- left_upper_arm, main_body
(I'm creating the anchors at the articulations, where they should be)
The result is that the capsules seems to be linked at the right places, but it also seems that they have some weird conection (between capsules i've not created joints!). Now, here comes the yellow lines in the debug renderer:
There are the following yellow line conecting the capsules:
- left_upper_arm , left_lower_arm
- left_upper_arm , right_upper_arm (?!)
- left_upper_arm , right_lower_arm (?!)
I couldn't figure out what these yellow lines from the debug renderer means yet, I've tried to learn more about joints with physx documentation and examples, but i didnt found any good explanation about this.
So, if anyone could answer some of the following questions, I would be gratefull.
- What are these yellow lines in debug renderer ??
- Does the order I create the joints makes a diference? ( It doesnt make sense if yes, but who knows... )
- Any chance there is a problem with joints in NxOgre 1.0 '21(which is the one I'm using) ?
Maybe there is no problem at all and the weird conection I mentioned is something in my head plus the yellow lines hehehe
But I would like to make sure there is no problem with this, because I've seem it will be a pain in the ass to configure the joint parameters to obtain a good result in gameplay.
Thanks in advance!