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Author Topic: Ragdoll system example  (Read 3613 times)
BeDi
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« on: November 05, 2005, 05:09:01 PM »

Seems some people needs a ragdoll system, ok here is my method.
Sylvain wanted to add this to the 6.5 SDK too, so let me know if it works.
Ragdoll.rar

There is one example ragdoll I made with  my custom ragdoll editor.
I save all bone data, mass and so on in the .rgd file
So just open the .rgd file with my app and watch
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billythekid
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« Reply #1 on: November 05, 2005, 05:52:30 PM »

Cool!

Sylvain - If you are really interested in making ragdolls easier to create in the engine, I have a few suggestions for you. I would recommend creating a visual editor instead of coming up with a purely code-based solution. The reason is that there are so many potential errors you would need to account for.

In my own experience with ragdolls, I have seen very similar problems that you see when you try to create skeletal animation in Max or Maya. Mainly what Ive seen is "stretching". Im not sure thats the right term as Im not an artist. But basically the vertices of the actor can get stretched in strange ways if the physics bodies arent oriented in the exactly right way. So for this reason I think a visual editor is required.

Now the other issue is that really "ragdolls" can be applied to all sorts of situations. I mean yes you can do human ragdolls which you see in games. But they can be used for ropes, a robotic arm, a refrigerator with a door that swings open, even physics-based animation. So because of all those possiblities I think a visual editor would be better in terms of flexibility.

Im already in the process of creating my own editor so its of no consequence to me what is ultimately decided. But just thought Id give my 2 cents based on my ragdoll experience.
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TroM
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« Reply #2 on: November 05, 2005, 07:53:50 PM »

Thanks alot for sharing BeDi!
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Waterman
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« Reply #3 on: November 06, 2005, 04:18:29 AM »

Quote from: "billythekid"
Cool!

Sylvain - If you are really interested in making ragdolls easier to create in the engine, I have a few suggestions for you. I would recommend creating a visual editor instead of coming up with a purely code-based solution.

Not trying to turn down that proposal. I'm sure a visual editor would be very useful. But one must also note that there are users that prefer to do things from "code only" thanks to a high level of own automation.
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Things should be described as simply as possible - but not simpler [A. Einstein]
Arli
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« Reply #4 on: November 06, 2005, 05:20:41 AM »

billythekid:

A visual ragdoll editor..sure great why not, but do you mind waiting even longer until 6.5 sdk final is rlsd?

Several editors are under construction by users, whene 6.5 is rlsd im sure they will be released aswell.
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Happy Coding

Arli
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Arli@Truevision3D.com
billythekid
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« Reply #5 on: November 06, 2005, 06:03:04 AM »

Arli - Like I said, I dont care at all what the final decision is. Im making my own editor. Second, why do you automatically assume I mean this has to be done right this minute? Add it as a part of 7.xx, I dont care. But you guys should do whats in your best interest as always. :wink:

Waterman - To be quite honest, a purely code-based solution just isnt possible to account for all the errors and possible uses. However that doesnt mean things cant be made a little easier which would be nice. And really the physics code IS good enough now as is in my opinion. Now that there is AddActorBone() and Sync(), not much more you could ask for in code. The only way to make it better would be a visual editor but its not required. Again thats just my opinion. And just so you know Im like you, I HATE using editors. However for my needs an editor is absolutely required, why Im making one.
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Waterman
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« Reply #6 on: November 06, 2005, 08:36:35 AM »

I can agree that there are several cases where editors are needed. Imo, or at least in my own case, those are not as much "full editors" but rather modeling environments where you adjust the behaviour of a particular objects or part of simulation. As you mentioned ropes, i could well imagine having a purpose driven "rope-only" ragdoll editor.

I already use editors for various parts of the sea simulation. In these, it's a question of finding a good set of variable values for the critical control parameters. The task is too specific to fulfill in a general editor (for example NVidia's FX Composer or RenderMonkey), and a general one does probably not have the requested features. Yet there are too many parameters to go change the code each time, to see what happens with the output.

A ragdoll editor could be useful provided that it exposes alla parameters it sets. My fear with editors in general is that it becomes a business between the editor and the (built-in) loading mechanism, and thus i lose control over it. In addition, a fact is that i like to keep it all in "one place" (an example here is that i create the shaders in code instead of using .fx files). A .rgd file hanging around seems fragile and usecure. Of course, one option is to hide it in a package file, but that's impractical during the development cycle.

Still all such editors can make life easier. Imo, a useful ragdoll editor should expose all it's settings visually, and if possible do an export of the essential calls it makes to TV3D, for example as simplified code in a .txt file.
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Things should be described as simply as possible - but not simpler [A. Einstein]
billythekid
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« Reply #7 on: November 06, 2005, 02:13:41 PM »

Yeah I definitely agree with that. And I do like the idea of being able to see the code that is produced. I may add that to my editor. Smiley
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Arli
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« Reply #8 on: November 06, 2005, 05:38:06 PM »

Yes yes, sorry i assumed you wanted it for 6.5 sdk rls.

We do have more plans for tools and editors once the core sdk is finished.. which is our main priority atm.! Smiley
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Happy Coding

Arli
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nehovsrah
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« Reply #9 on: November 06, 2005, 11:59:04 PM »

Thanks for the example Bedi!

I have a question though: how can i set up a ragdoll using just tv6.5 (createautoragdoll)? i haven't been able to figure that out. I would like to compare speed and such with both methods. Thanks in advance.
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billythekid
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« Reply #10 on: November 07, 2005, 12:03:54 AM »

I dont think CreateAutoRagdoll() works or works well. I guess Sylvain would be the guy with the definitive answer.
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BeDi
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« Reply #11 on: November 07, 2005, 06:17:02 AM »

Nope, at the moment CreateAutoRagdoll() isn't working.
And I guess it won't in the future.
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rocky
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« Reply #12 on: November 07, 2005, 07:47:25 AM »

clap-clap-clap....

Outstanding, excellent work and thanks for the code for I know this will help all other members tremendously.  

Most of us have tried the reagdoll physics without much success and now in reviewing your code I see where I went wrong. Again, thanks.

Now for my question, in review of your code somewhat confused in the concept of where you have a TVA and  RGD model. Obviously I need to study this in more detail, just find it interesting where it seems to  fall under what I had previously looked into with TVA animated models.

Example would be in a death/fall  scene switch to ragdoll configurations.  Is this correct?

Anyways, I'll study the code in more depth and thanks again, really well done.

Rocky
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BeDi
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« Reply #13 on: November 08, 2005, 06:34:27 AM »

I enable the ragdoll system in my game (as you can see here: Slowmo_v1.avi) when the enemy gets shot. During the game (When the enemy is alive) I disable the system and just play the actor animations.
The .rgd file is simply just an ini file, which I rename, with all the data about the ragdoll.
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klined
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« Reply #14 on: November 08, 2005, 05:28:46 PM »

Link is not working. Anyone can please send me ?

andrei.daldegan@gmail.com

Thanks!
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Andrei Daldegan
BeDi
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« Reply #15 on: November 09, 2005, 06:43:42 AM »

Hmm should work, here it is working.
Can you try again ? Maybe there was something with the server, I'll check that.
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Aion
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WWW
« Reply #16 on: October 11, 2007, 03:30:11 PM »

i would also love to get my hands on the ragdoll demo... but alas, the link does not work any longer...
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aksoysoft
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« Reply #17 on: September 07, 2008, 03:58:46 AM »

links are not work (((
please new link
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Lyrical
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« Reply #18 on: September 07, 2008, 04:56:23 AM »

The Ragdoll is currently in VB6 source,
I am however in the middle of converting this to C#
i will let everyone have the conversion when it is complete

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reexre
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« Reply #19 on: September 15, 2008, 12:23:19 PM »

Link is not working. Anyone can PLEASE send me ?


reexre@gmail.com


Thanks!

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