Ragdoll and NPC options

shanefarris

08-07-2010 18:57:47

I am still going through the NxOgre code, great job by the way. A lot of the tutorials for NxOgre are not listed on the new wiki, so I'm kind of sifting through everything when I can find it, but I am wondering what is the preferred way of implementing ragdoll on a model?

1. I know there is a NPC (character controller) in the works for 1.6, but will that contain what will be needed to do ragdoll on the models as well?

2. Is there a prefab for anything at the moment like vehicles, ragdoll, etc? If not, I will probably implement something, and I will share it of course, any specific way it should be implemented? (I was going to follow OgreOde's implementation)

3. Is there an estimated finish date for the character controller? I tried to build it last night and it was looking for a header in physX that I didn't have (not sure what it was, I'm not at that computer right now).

I'm new to NxOgre, and PhysX, but if there's anyway I can help, I would be glad to.

Thanks.

betajaen

08-07-2010 20:40:35

These [b]tutorials[/b]? No they wouldn't they are written by me, based of the PhysX lessons.

1. I haven't planned linking up any Ragdoll code up to the character controller. People have different needs. Which is why NxOgre is so render-independent, Critter is merely a suggestion how how to link up NxOgre with Ogre. If I link up Ragdolls with Character Controllers then people will want it done this way or another.

2. Yep, we have a helper class called "Machine", that allows you to construct a car, ragdoll or anything that requires regular updates and it uses machine parts (WheelMachineParts, etc.) to be a "machine". I'm working on a tutorial explaining on how machine works and how to implement them. But they've been in NxOgre now for ages. However, Machine is more of a framework than a prefab though, you need to do some work to get it going.

3. Hopefully the next commit. I have the SceneNode/Entity code sorted out, and I think the standard collision behaviour is working as well -- needs testing though. Animation will be the hardest part, I'm haven't used any of the Ogre animation code before. So hopefully next commit, or at least a good chunk of it.

shanefarris

09-07-2010 08:23:01

Thanks for your reply. I found a terrain tutorial link on the forum that's on the wiki, but didn't find the link on the wiki, thats what I was talking about with compiling everything that's out there.

I will be able to test the controller onces it's out.

If I create a data driven solution for making ragdolls I'll post it on the forum.