Post by SimSmall on Jan 1, 2008 22:32:02 GMT 1
Hi all, I'm wondering about using ragdolls for a project of mine that already uses the newton physics engine. My concern is that the ragdoll system in the version I use (1.32) only allows ball and socket joints to connect the ragdoll's bones together. Since there are other joint types available in newton (like hinge), is there a reason ragdoll bodies can't use them?
Suppose by some cliché, a character is killed by a shot to the head and nowhere else. Using only ball and socket joints, the said character's legs start to deform at the kneecap in ways that are just impossible. Such as the lower half of the leg moves forward, or to the side. Try it yourself; impossible, isn't it? Even if you shoot yourself in the head you still won't manage it. (you also won't manage anything else, ever again)
Because I think this looks impossible (to a degree at which, it looks fake), I've built a sort of ragdoll out of rogid bodies, connected by ball/socket joints and hinge joints, which deforms correctly. However it's difficult to make a DB Pro object mimic this since newton returns each rigid body's rotation in global space and DB Pro only let's you rotate an object's limb acording to local rotation values relative to the hierarchy of joints.
The issue being I can't have a realistic ragdoll, and have it appear correctly in DB Pro in the form of an object. Is there a newer version of Newton that would allow this (or a version in profuction that would allow this), or perhaps another workaround that someone knows of?
Suppose by some cliché, a character is killed by a shot to the head and nowhere else. Using only ball and socket joints, the said character's legs start to deform at the kneecap in ways that are just impossible. Such as the lower half of the leg moves forward, or to the side. Try it yourself; impossible, isn't it? Even if you shoot yourself in the head you still won't manage it. (you also won't manage anything else, ever again)
Because I think this looks impossible (to a degree at which, it looks fake), I've built a sort of ragdoll out of rogid bodies, connected by ball/socket joints and hinge joints, which deforms correctly. However it's difficult to make a DB Pro object mimic this since newton returns each rigid body's rotation in global space and DB Pro only let's you rotate an object's limb acording to local rotation values relative to the hierarchy of joints.
The issue being I can't have a realistic ragdoll, and have it appear correctly in DB Pro in the form of an object. Is there a newer version of Newton that would allow this (or a version in profuction that would allow this), or perhaps another workaround that someone knows of?