Skeleton animation and physics

omek

16-01-2008 15:02:49

I'm trying to have some skeleton animation driven characters interact with object in the physical world.

For example I want to have a mesh of a man punch a brick wall and cause the wall to collapse. The man mesh has skeletal animation for the punch (and other animations that may in turn also affect the world). I don't need the bricks to affect the men (although it might be nice to have in some cases, if possible).

Did someone has an idea how to implement this? I've seen an Ageia demo of a running horse (In PhysXTools, Rocket->ragdolls) that does some thing similar to what I need.

As I understand what they did there, I should create a ragdoll for the man mesh (automatically or manually, I don't care) and define all its actors to be kinematic actors. then at each frame copy the orientation/position data from the mesh's skeleton to the ragdoll.
Has anyone tried something like that? Is there some NxOgre classes that may simplify the work? Or maybe someone has another solution to such a problem?

Thanks