80prozent, Sr. Member Posted: 29 August 2011 03:31 PM Total Posts: 430
[ # 4 ]
thank you
i love source codes
wish i had the one thats building up the matrix i am living in….
cant wait to have a look at your ragdoll code, and really hope i will understand it.
Choons, Sr. Member Posted: 29 August 2011 06:43 PM Total Posts: 281
[ # 5 ]
DODGEBALL! hehe- nice one
Ringo Blanken, Administrator Posted: 30 August 2011 06:03 AM Total Posts: 120
[ # 6 ]
Very cool Samuel
Samuel Girardin, Member Posted: 30 August 2011 07:58 AM Total Posts: 74
[ # 7 ]
Thanks All !
Just one thing. As you can see in the source code, you can play with the ‘ragDollHeight var’. All the ragdoll parts are built with a fix ratio : “a head unit (ragDollHeight/8)”. So normally, all rigidbodies, constraints, etc, must keep good ragdoll proportion , for the height you give.
Samuel
Ringo Blanken, Administrator Posted: 30 August 2011 08:03 AM Total Posts: 120
[ # 8 ]
Tip: For ragdolls use btConeTwistConstraint:
It is better to build a ragdoll out of btHingeConstraint and/or btConeTwistLimit for knees, elbows and arms.
When I have time i’ll make a example, maybe you can give it a try.
Cheers,
Ringo.
Samuel Girardin, Member Posted: 30 August 2011 10:31 PM Total Posts: 74
[ # 9 ]
Tip: For ragdolls use btConeTwistConstraint:
. I ve read that on bullet manual. In fact I use btconeTwistConstraint for uparms and thighs. I will test with only btconeTwistConstraint. Is it faster ?
Here is a very early test with a md5mesh cylinder skinned with 3 bones ‘link’ to 3 rigidbodies(box). It works !
update : rigid bodies and cylinder mesh are now displayed.