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This isn't right way to do ragdolls i assume...?

 

Global ppos:TVec3
ppos = EntityPosition(soldier)

' LEFT LEG
LThighp:tbody=createbodysphere(.35)
positionentity LThighp,entityposition(LThigh), 1
setbodymass LThighp,1.0
entitytype LThighp,1
entityparent LThigh,LThighp
setbodymass LThighp,10
SetBodyElasticity LThighp,0

LCalfp:tbody=createbodysphere(.35)
positionentity LCalfp,entityposition(LCalf),1
setbodymass LCalfp,1.0
entitytype LCalfp,1
entityparent LCalf,LCalfp
setbodymass LCalfp,10
SetBodyElasticity LCalfp,0

Lfootp:tbody=createbodysphere(.35)
positionentity LCalfp,entityposition(Lfoot),1
setbodymass Lfootp,1.0
entitytype Lfootp,1
entityparent Lfoot,Lfootp
setbodymass Lfootp,10
SetBodyElasticity Lfootp,0

LThighCalfJoint:tjoint=createjointball(LThighp,LCalfp,vec3(ppos.x+0,ppos.y+3+1.25,ppos.z+-.01))
LCalfFootJoint:tjoint=createjointball(LCalfp,LFootp,vec3(ppos.x+0,ppos.y+3+1.25,ppos.z+-.01))

 

Is there any examples about ragdolls?

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The code you provided does look a lot like how I would probably do it. I would loop through the bone hierarchy and create a physics body for a bone. Ofcourse you could be finetuning it and only create the bodies for the bones that you want. Certain bones have limitations in the amount they should rotate.

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Try to Vec3.Zero position/rotation for the bones after positioning the new driver but before parenting them to the bones - in your code something like :

 

positionentity LCalfp,entityposition(Lfoot),1
setbodymass Lfootp,1.0
entitytype Lfootp,1

Lfootp.rotation =Vec3{0,0,0}
Lfootp.position =Vec3{0,0,0}

entityparent Lfoot,Lfootp

 

Ps : this has to happen in the moment the ragdoll becomes valid (set a animation frame and switch to ragdoll)

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Ball Joint doesn't work properly in LE2. Try to use Hinge Joint instead.

About CreateJointHinge... What is pin parameter and what values should i use when making ragdolls?

Another question. Should my ragdoll work right if i only make one leg as ragdoll?

 

I would really really appreciate some kind of example about ragdolls. I have no idea how these work.

 

 

Edit:

Here is my "Ragdolize" function if someone want to take a look:

http://pastebin.com/raw.php?i=uN9xeAfK

 

As pin parameter there is only Vec3(0,0,1) as in command example, because i don't know what it stands for.

 

Yes, only left leg is tried to make ragdoll like.

 

Edit 2:

I just found that i misplaced global parameters in entityposition function. I fixed it and it looks little bit better, but it still can't be identified as human body.

 

Edit 3:

Looks like it's taking shape when i add more joints...

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Well.. i don't really know LUA, but thanks Daimour.

If someone take a look my code and knows what problem might be. Let me know.

 

And... how those numbers at end of the line should be set, and how do i know they need to be that way?

CreateJointHinge( pelvisp, spinep, vec3(ppos.x,ppos.y,ppos.z), vec3(0,0,0 ))

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Well.. i don't really know LUA.

LUA is not far from BlitzMax. It has variables and functions. And it has the same functions from Leadwerks API.

 

Compare:

 

BlitzMax:

bodyp:tbody=createbodysphere(.35)
positionentity bodyp,entityposition(body,1)
setbodymass bodyp,1.0
entitytype bodyp,1
'rotateentity(bodyp, vec3(0,0,0))
'positionentity(bodyp, vec3(0,0,0))
entityparent body,bodyp
setbodymass bodyp,1
SetBodyElasticity bodyp,0

 

And LUA-code:

bodyp=CreateBodySphere(0.35)

PositionEntity(bodyp,EntityPosition(body,1))

SetBodyMass(bodyp,1.0)

EntityType(bodyp,1)

--RotateEntity(bodyp, Vec3(0,0,0))

--PositionEntity(bodyp, Vec3(0,0,0))

EntityParent(body,bodyp)

SetBodyMass(bodyp,1)

SetBodyElasticity(bodyp,0)

 

Moreover, you don't need to read whole that file. Just find calls for function CreateJoint() and look around.

I doubt someone will tune up your bones and physics bodies. It's hard hard work. May be you could find needed digits in my example if you would read it.

 

When i made them smaller they go through terrain.

Try to use SweptCollision() for bodies.

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