shanefarris
24-01-2010 04:12:42
Scythe is not a solution for me right now, so does anyone know how I could generate ragdoll data like that which is in the ragdoll demo for other models?
I have a human model I want to setup ragdoll physics to, how is everyone else doing that?
Thanks.
tuan kuranes
26-01-2010 11:45:17
it's to be written by hand.
The collision proxy type is up to your feeling and optimisation importance (box is faster than capsule for instance)
The bone/joint is up to what constraint you want to put on each joint.
I think, from memory, that by default or using a flag it generates one if you don't give it. Than you can save it and rework it joint by joint.
shanefarris
27-01-2010 21:28:47
Here is the problem I see. The zombie model's bones are named more like joints, example LeftAnkel, LeftElbow.
Most models including mine are named LeftUpperarm, LeftFoot.
How do I match up the example data to a typical models bone names?
Like is the zombie's Left ankle the same as a typical models left foot?
tuan kuranes
28-01-2010 11:27:31
The zombie model's bones are named more like joints, example LeftAnkel, LeftElbow.
Most models including mine are named LeftUpperarm, LeftFoot.
I think once one made a bone-joint name "mapping". check forums for that.
Otherwise, why not using your names in your own ogreode file ?
How do I match up the example data to a typical models bone names?
Ogreode ragdoll is totally skeletal type agnostic, meaning you can/should do your own ragdoll data to be specific about your model constraints
dermont
29-01-2010 19:05:59
shanefarris
29-01-2010 21:24:35
Scythe is not a solution for me right now
I have spent the last few months on Scythe, at this point it is broken and needs a lot of work. The importer doesn't work, and the new version (source only) crashes and that's after a lot of work I personally put into it just getting to to properly start.