keyframe character animation/physic ragdoll

Software: Away3D 4.x

Samuel Girardin, Member
Posted: 28 September 2011 03:49 PM   Total Posts: 74

Hi all,

Finally did it. It’s still a wip, and need some work,  but i have succed to switch between keyframe character animation and ragdoll physics. 
The mesh is about 8000 faces. ‘A’ to switch to keyframe animation. ‘S’ switch to physic and add impulse on head, ‘D’ do the same thing on leg. Arrow keys to play with the ragdoll in physic mode.

@choons : it uses gpu wink

http://www.visualiser.fr/fp11/keyframePhysic.html

 

   

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Choons, Sr. Member
Posted: 28 September 2011 06:01 PM   Total Posts: 281   [ # 1 ]

outstanding work! Have you checked out Pete Stromberg’s mocap example?

http://videometry.blogspot.com

Looks like you could now combine mocap animation & ragdoll physics for very believable character dynamics. Getting very close to commercial game graphics.

 

   

Samuel Girardin, Member
Posted: 29 September 2011 08:33 AM   Total Posts: 74   [ # 2 ]

Hi Choons

For realistic animation, I need to find a solution to paste bone’s biped animation to my own bones skeleton. 3dsMax biped are too detailed to use with md5 and Physics. So I use my own bones sketeon (11 bones in red in the jpg). When I try to link my bones to biped’s bones, I have some weird issues when exporting animation. I’m working on that !

Samuel

 

   

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theMightyAtom, Sr. Member
Posted: 29 September 2011 08:54 AM   Total Posts: 669   [ # 3 ]

Hi Samuel,
You can use any bones structure you like with MD5.

The bones in Away3D are generic and will replicate your animation from 3D Studio quite faithfully, though reversed on the x-axis, as you’ve probably already discovered or read about.

Your simple Biped should work perfectly. If you’re doing a lot of this work, I recommend Bones Pro, as it makes rigging a lot easier. I may update this article http://videometry.blogspot.com/2011/05/mocap-to-molehill-via-3d-studio-max-and.html with what I’ve learned in the meantime.

Good Luck!

 

   

Samuel Girardin, Member
Posted: 29 September 2011 09:55 AM   Total Posts: 74   [ # 4 ]

@Atom : Thanks for your answer. In fact I can’t use biped directly. I automatically compute my ragdoll with md5Mesh joints informations. And the less bones you can have in a 3dsmax biped is about 22. It’s too much joints to deal with, and not very usefull for my ‘ragdoll mode’ (I don’t use foot, hand, clavicle, etc.). So I need to find an easy way to copy biped animation to my own bones skeleton,  as I said linking bones to biped part don’t export well.
In this development I deal with two modes : keyframe animation and ragdoll mode.
In Keyframe mode, md5 animation(joint position & rotation) control the away3d bones (in blue in the link below). When I switch to physics, away3d bones take the control of the joints mesh.

http://www.visualiser.fr/fp11/displayBones.html

I will post again, if I find a solution.

Samuel

 

   

Samuel Girardin, Member
Posted: 29 September 2011 03:41 PM   Total Posts: 74   [ # 5 ]

I find a solution to paste biped animation to my bones, and have a clean MD5 export . As I said, link bones to biped part doesn’t work. So I use for each bone’s position the controller ‘Position Constraint’ and for bone’s rotation the controller Orientation Constraint ( .jpg attached file).

The result : http://www.visualiser.fr/fp11/runningPhysic.html

(need now to improve the rigging). ‘A’ to switch to keyframe, ‘B’ add impule on the character back. ‘S’ head, ‘D’ leg. .

One again guys you engine rocks !

Samuel

 

   

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Choons, Sr. Member
Posted: 29 September 2011 06:29 PM   Total Posts: 281   [ # 6 ]

teehee fun to wipe him out. You gonna tell us how you did it? smile

 

   

Samuel Girardin, Member
Posted: 29 September 2011 10:59 PM   Total Posts: 74   [ # 7 ]

update : you can now shoot the mesh (left click). I use AWPCollisionEvent to listen which body part is shoot to switch to physic mode.

http://www.visualiser.fr/fp11/Ragmesh3.html

Samuel

 

   

Yang Li, Administrator
Posted: 30 September 2011 04:14 AM   Total Posts: 80   [ # 8 ]

very Interesting!  great job

 

   

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theMightyAtom, Sr. Member
Posted: 30 September 2011 06:10 AM   Total Posts: 669   [ # 9 ]

Good stuff :O)

Now we just need to see him wounded

 

   

Richard Olsson, Administrator
Posted: 05 October 2011 04:40 PM   Total Posts: 1192   [ # 10 ]

This is really great work. I hope it’s ok for us to showcase this as a demo of Away3D and AWP can do with the help of a little french magic. smile

 

   

Samuel Girardin, Member
Posted: 05 October 2011 09:36 PM   Total Posts: 74   [ # 11 ]

Off course, I’m happy to contribute !

 

   

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Choons, Sr. Member
Posted: 05 October 2011 09:43 PM   Total Posts: 281   [ # 12 ]

the next Away3D demo reel is going to be incredible big surprise

 

   

Richard Olsson, Administrator
Posted: 06 October 2011 02:13 AM   Total Posts: 1192   [ # 13 ]

We showed this today in our session at MAX and the entire room was laughing as I fired this red balls at the poor guy. Thank you for sharing! smile

 

   

Samuel Girardin, Member
Posted: 06 October 2011 09:01 AM   Total Posts: 74   [ # 14 ]

You’re welcome ! cheese

 

   

Samuel Girardin, Member
Posted: 06 October 2011 03:06 PM   Total Posts: 74   [ # 15 ]

The session at adobe MAX :

http://tv.adobe.com/watch/max-2011-develop/flash-and-3d-start-your-engines/

 

   
   

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