Jump to content

Recommended Posts

Posted

We can do it in LE3, i mean a simplified ragdoll with one physic volume box per major bones like :

- head

- torso

- adbomen

- legs

- foreleg

- arms

- forearms

- foot

- hand

Just create physic cubes, link them with joints, init physics setting their Physic mode and give a mass when you need ragdoll effect.

 

 

The best is a tool to adjust volumes and attach them to the bones visually , whatever are the bones names.

This tool could be made in any 3D engine or app (LE3 model editor ideally) and would save data to a file you would read in LE3 and use on the character model.

 

I'm making a game based on robots so they just finish in dust on floor when you destroy them, it's the most easy ragdoll system possible laugh.png

Stop toying and make games

Posted

I'm actually working on rag dolls right now, but as shadmar said, the joints are way to elastic and unstable. Also, I'm not sure some of the joint limits are working right, so I might file a big report once I have a time to test them more vigorously. Apparently you can compile Lua wrappings to c++ commands, so I wonder if it's possible to provide access to some of newtons other functions this way.

Posted

I don't know if these joints are very stable and will work with moving objects like a character falling on floor ?

The rope has the base joint that is static not moving.Well try it and tell us if it works.

Stop toying and make games

Posted

I experimented with attaching physics volumes to the crawler model, my result was a mesh that fell apart and floated in all directions, it looked quite funny but wasn't really useful.

 

I think this is a worthwhile feature to add, as ragdolls have become THE standard way of handling dead NPCs in most games now.

One can see why that is when playing the AI and Events demo map and killing one of the first two crawlers on the stairs, the way the animation based death makes the whole thing stick right through the stairs while having the other half float mid air simply proves that ragdolls are the better way.

  • Upvote 3
Posted

ragdoll.jpg

 

This is the last demo from Newton i tested.

It's better to wait for native support in LE3 exposing Ragdoll features than making ourselves something not as good and not as fast.

 

I tested the demo: Standard joints and all works very well.

 

Among demos you have simple cloth patch : very fast with 0,06 ms tim cost

Simple body physics : 0,03 ms

 

About exposing Newton functions to LE3 , anyone using C++ could do it ?

Stop toying and make games

Posted

Well you would have to wait at least until the next year. Josh already mentioned its not on his todo list for now. Lets hope he changes his mind. :)

Intel Core i7 Quad 2.3 Ghz, 8GB RAM, GeForce GT 630M 2GB, Windows 10 (x64)

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...