Re: [CsMain] [Cel-main] Ragdoll plugin

Mike Gist <[email protected]>
Newsgroups gmane.comp.graphics.crystalspace.general
Message-ID <[email protected]>
Looks very good :)

http://img260.imageshack.us/img260/7250/frankies.png

Painful for frankie :P The stretching happens when you run the camera into
them,
they suck back into shape after a few seconds. Is that intended behaviour?

2009/12/11 Jorrit Tyberghein <[email protected]>

I haven't been able to test it yet but from your description it sounds
> like great work!
>
> Greetings,
>
> On Fri, Dec 11, 2009 at 4:49 PM, Christian Van Brussel
> <[email protected]> wrote:
> > Hi all,
> >
> > I'm pleased to announce that I just commited the ragdoll plugin to CS.
> > It took me more time than expected to implement it as I decided to first
> > rewrite the Bullet plugin and to develop some visual debug tools.
> >
> > The ragdoll plugin is based on the animesh. It uses what I called the
> > 'bodymesh", ie the physical description of the animesh skeleton. This
> > bodymesh can be used for other controllers than the ragdoll one, eg for
> > inverse kinematic.
> >
> > To see the ragdoll plugin in action, you have to launch 'phystut
> > -phys_engine=bullet' then press 'r', it will spawn a frankie's ragdoll.
> > You need to have bullet (2.75 recommended) installed on your machine in
> > order for it to work.
> >
> > This limitation to Bullet is due to the fact that the frankie ragdoll I
> > made uses cylinders and that the ODE plugin seems to have some problems
> > with that, otherwise it should work with both systems.
> >
> > In the future however, I intend to add support for kinematic bodies, ie
> > bodies that are controlled by the animation system but do interact with
> > the physical simulation. Bullet do support natively kinematic bodies but
> > this is not the case with ODE.
> >
> > The ragdoll effect has currently to be used on the whole skeleton of the
> > animesh. In order to make it work only on subparts of an animesh (eg to
> > animate hairs or clothes), we will need kinematic objects, so this won't
> > be possible with ODE.
> >
> > Another limitation is that I have not yet implemented the loader for the
> > bodymesh and the ragdoll, so this has to be made currently from code.
> >
> > A problem you may see is that the frankie's ragdoll is not that stable
> > and may flicker. This is due to the fact that the physical model has to
> > be well chosen in order to be stable. And right now the frankie's model
> > I made is not tweaked at all. This would be more simple to do once the
> > loaders are written. I also guess that Frankie is not so well suited to
> > a ragdoll animation because he has a big body with thin limbs.
> >
> > About the changes on the Bullet plugin, it seems that now the Bullet
> > plugin works better than the ODE one. It still has some limitations but
> > it works pretty well.
> >
> > Regards,
> > Christian
> >
> > --
> > Christian Van Brussel, Research assistant
> > Communications and Remote Sensing Laboratory
> > School of Engineering
> > Universite catholique de Louvain, Belgium
> > http://www.tele.ucl.ac.be
> >
> > Batiment Stévin,
> > Place du Levant, 2
> > B-1348 Louvain-la-Neuve,
> > Belgium
> >
> > [email protected]
> > +32 10 47 85 55
> >
> >
> >
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>
>
>
> --
> Project Manager of Crystal Space (http://www.crystalspace3d.org)
> and CEL (http://cel.crystalspace3d.org)
> Support Crystal Space. Donate at
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> Personal page: http://users.telenet.be/jorritTyberghein/
>
>
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-- 
-Mike

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