Jump to content

Turbo's new bone/animation system and ragdoll physic


tipforeveryone
 Share

Recommended Posts

I remember first few months of using Leadwerks, I can implement a ragdoll in character bone system (using Joints). I love ragdoll physics when shooting some humanoid target, I guess I will use the same technique to my current game.

ragdoll is possible for current bone system (each bone is an entity) but how about Turbo ? Does that mean "NO HOPE" for ragdoll physic for new system.

 

 

 

  • Like 1
Link to comment
Share on other sites

It will be doable, somehow. I don't really know how though. I think we can automatically generate those capsule shapes from the attached vertices at each bone, and somehow make a rule that the physics commands also work on bones. So I guess the hierarchy would be something like this:

  • Object
    • SharedObject
      • Object3D (physics work on this)
        • Bone (simple)
        • Entity (complex)
  • Like 1

My job is to make tools you love, with the features you want, and performance you can't live without.

Link to comment
Share on other sites

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.

 Share

×
×
  • Create New...