Ragdoll & awayPhysics & source

Software: Away3D 4.x

Samuel Girardin, Member
Posted: 26 August 2011 03:39 PM   Total Posts: 74

Hi,

I’ve just finish a crappy dev of a ragdoll with awayPhysics. It looks good !

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

Left click to add few interactivity.

I will try to improve this dev, put limits on joint, etc..

Thanks guys for your work.

Samuel

   

Richard Olsson, Administrator
Posted: 26 August 2011 04:23 PM   Total Posts: 1192   [ # 1 ]

That’s very nice! Do you plan on sharing the source code for it?

Cheers
/R

   

Samuel Girardin, Member
Posted: 26 August 2011 07:11 PM   Total Posts: 74   [ # 2 ]

Hi Richard,

Self-evident. Just have to improve & clean my source code.

I ve just try : physicsWorld.removeConstraint(myConstraint). It works ! My leg falls and the ground ! Fantastic !

Next step : link that to md5Mesh. Sure i’m going to need some help for joint position against ragdoll parts.

Samuel

   

Samuel Girardin, Member
Posted: 29 August 2011 11:42 AM   Total Posts: 74   [ # 3 ]

Hi All,

Ragdoll source : http://www.visualiser.fr/sourceCode/Ragdoll.html

Samuel

   

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80prozent, Sr. Member
Posted: 29 August 2011 03:31 PM   Total Posts: 430   [ # 4 ]

thank you

i love source codes smile

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.

 

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sorry…i hope my actionscript is better than my english…

   

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Choons, Sr. Member
Posted: 29 August 2011 06:43 PM   Total Posts: 281   [ # 5 ]

DODGEBALL! hehe- nice one grin

   

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Ringo Blanken, Administrator
Posted: 30 August 2011 06:03 AM   Total Posts: 120   [ # 6 ]

Very cool Samuel smile

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Freelancer: http://www.ringo.nl/en/
http://www.jiglibflash.com
http://www.awayphysics.com
http://www.away3d.com

   

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

   

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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.

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Freelancer: http://www.ringo.nl/en/
http://www.jiglibflash.com
http://www.awayphysics.com
http://www.away3d.com

   

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.

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

Samuel

 

   

Samuel Girardin, Member
Posted: 07 September 2011 04:32 PM   Total Posts: 74   [ # 10 ]

update for fp11 rc2

http://www.visualiser.fr/sourceCode/Ragdoll.html

Samuel

   
   

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