Doubt about ragdoll

Community Forums/General Help/Doubt about ragdoll

Yue(Posted 2014) [#1]
Anyone have a theoretical knowledge of how the ragdoll is performed, some information material explaining something.


RemiD(Posted 2014) [#2]
https://www.google.fr/?gws_rd=ssl#q=ragdoll+site:blitzbasic.com
http://en.wikipedia.org/wiki/Ragdoll_physics

From what i understand, you have to set primitive colliders/bodies as childs of the joints of your character, and set constraints for each joint (how much it can turn/move on each axis), then the physics engine will calculate how the skeleton behaves and how the primitive colliders/bodies collide and react with the environment.

also :
http://www.blitzbasic.com/codearcs/codearcs.php?code=2105


Matty(Posted 2014) [#3]
Usually a physics engine, even a simple one, can handle this.

There are some things in the code archives but my experience with physics engines is limited since I generally made arcade games where this sort of behaviour could be approximated.

As RemiD says, you create "bones" by using different types of primitive shaped that your physics engine uses such as cylinders, spheres and so on.

Now, the ragdoll doesn't actually need to be built until the character is about to perform its ragdoll animation, such as a death or something. At this point you would assign the ragdoll and allow the physics engine to take over. However you still have to then align the bones of the 3d model such that they follow the positions of the ragdoll's bones.

So in blitz3d you would have two models. Your ragdoll model and your character model. The ragdoll model is purely a reference that you use to determine rotations etc for your character model when it falls over etc.

Now, an alternative which is much simpler is to create a host of animations for your character in your 3d software which includes physics and simply play back pre recorded animations, often chosen from a variety of animations provided.

Hope that helps.


Yue(Posted 2014) [#4]
Bullet is an example of a ragdoll, but failed to use that as a reference for incrustrarlo mesh.

In this case in rigid body should occupy the same position of the articulation of the head, but I have no idea how to do that.






Who was John Galt?(Posted 2014) [#5]
http://en.wikipedia.org/wiki/Verlet_integration