Best values of Restitution and Friction for a Human Body?

OgreMage

01-05-2008 22:37:23

Hello!

What is considered the best values for Restitution, Dynamic Friction, and Static Friction, for a Human Body (clothed or non-clothed).

Is there considered an industry standard for such values? I would imagine by now that after all the ragdolls in the video game industry some fairly common values have been defined by now.

Does anyone have the answer and/or the best links that deal with this topic? What do you use based on your experiences?

Respectfully,
OM

PS: I am using the Scythe Physics Editor for my NxOgre Ragdolls ( http://sourceforge.net/projects/physicseditor/ )

betajaen

02-05-2008 08:57:05

I've been thinking what to reply, and I don't have an answer. I don't really have a human torso to experiment with.

But if you do come up with something, keep us posted.

OgreMage

03-05-2008 01:05:26

Thank you for taking the time to consider it.

The values that the NxOgre example with the Scythe Physics Editor comes with is:

ragdollMaterial->setRestitution(0.05f);
ragdollMaterial->setStaticFriction(0.4f);
ragdollMaterial->setDynamicFriction(0.4f);


I really am looking for a more scientific approach to these values. There has to be a table of ranges for certain types of objects and materials. Physics are in more than enough video games that there should be some standards and not just constantly re-tweaking them over and over.

For more reference, this is how the King of Scythe responded:

"I do not think there is a standard, as it would depend on the ground surface (ice/mud/grass etc) and the ragdolls clothing and armour.
My tip would be keep bounciness to 0 or near 0, and have friction quite high. A lot of games have ragdolls that bounce and slide all over the place and it looks bad.
Other than that, experiment, cus thats what scythe is for! "

I've also posted an inquiry on the Nvidia PhysX developer forum.

Please all, share your experiences!

betajaen

03-05-2008 09:04:51

I was going to suggest the PhysX forum would be a good place to start; not only from the input from Ageia but I would imagine it is hunted by the faces of many professional games companies who may have some say.

I also wouldn't imagine each portion of the torso would have the same properties either. For example if the player was wearing shoes then the soles would have a high friction, otherwise if the player was barefoot then the skin would be harder and rougher than say the arm and still have some higher friction than the rest of the body.