Ragdoll Draw & Play

Community Forums/Showcase/Ragdoll Draw & Play

Najdorf(Posted 2005) [#1]
Hi, I made a 2D ragdoll editor and simulator: here it is

http://ragdollsoft.com/ragdolldraw&play.html

plz tell me what you think!

Thx,

Matteo


QuickSilva(Posted 2005) [#2]
This looks like great fun. Is it possible to export animations created with your porgrams as animstrips? This would be great for pixel artist like myself to base their own anims on. If this feature doesn`t exist (haven`t tried the program yet) would you consider adding it?

Looking forward to trying this and hopefully registering if it works like I imagine :)

Jason.


EOF(Posted 2005) [#3]
Great fun Matteo!
It reminds me of using Aegis Animator way back in the Amiga days.

Some bad stuff though ..

Its difficult to selet a control point in Play mode. The mouse pointer x/y hotspot seems to be off.
Same for draw mode. Its hard to tell whether the mouse click will 'select' a ball which is being hovered over or place a new one. There is no way of telling.

Some of the text is corrupt (chopped off):



Can the window size be adjusted? I cannot see the bottom because I have my task bar set to [always on top].
For reference I'm running in 1024x768.

Suggestions:

mouse wheel to zoom in/out
RMB to delete
set color of ball being hovered over to white


Najdorf(Posted 2005) [#4]
thx guys, window mode cannot be adjusted with blitzmax afaik :-(

>mouse wheel to zoom in/out
>set color of ball being hovered over to white

good ideas!

Mousex and mousey are wrong? that's sad :-( on my computer it looks like they're right.

RMB to delete: hmmm, I'm trying to use only one mouse button to make macusers happy... but why not...


animstrips? still have to search google about them...


Booticus(Posted 2005) [#5]
This is great! I havent had this much fun since playing with Angel Daniels blobs.....ew. Thats not sounding right... ;)


Najdorf(Posted 2005) [#6]
Thanks... I really dont know if this program will sell... looks like it's lacking something to create interest... it's not really a game... but it's not very useful either... hmmm...


Grey Alien(Posted 2005) [#7]
Yeah, export the frames one after the other in a long horizontal bitmap. Great for 2D platformers!


EOF(Posted 2005) [#8]
Some ragdoll physics put to good use. Might give you a few ideas ...

http://soap.chattablogs.com/archives/025730.html
http://www.teagames.com/games/chuck/play.php
http://www.teagames.com/games/bmxbackflips2/play.php


Bouncer(Posted 2005) [#9]
Najdorf: What method you are using to calculate the angle constraints? I assume you are using verlet integration.


boomboommax(Posted 2005) [#10]
not seen the demo, but its probally standard push and pull constraints (aswell as the standard)


Najdorf(Posted 2005) [#11]
yeah, the push is proportional to the distance from the angle determined. though it's easier said than done...


Bouncer(Posted 2005) [#12]
I meant did you implement proper angular constraints, so that you check the angle between 3 particles and rotate the sticks to satisfy the angle constraint? or do you use just push/pull constraints in your simulation?


Najdorf(Posted 2005) [#13]
works exactly like vertlet integration, just using a target angle instead of a target distance. you try to achieve the target angle through iterated pushes.