I haven't been able to test it yet but from your description it sounds like great work!
Greetings, On Fri, Dec 11, 2009 at 4:49 PM, Christian Van Brussel <christian.vanbrus...@uclouvain.be> wrote: > Hi all, > > I'm pleased to announce that I just commited the ragdoll plugin to CS. > It took me more time than expected to implement it as I decided to first > rewrite the Bullet plugin and to develop some visual debug tools. > > The ragdoll plugin is based on the animesh. It uses what I called the > 'bodymesh", ie the physical description of the animesh skeleton. This > bodymesh can be used for other controllers than the ragdoll one, eg for > inverse kinematic. > > To see the ragdoll plugin in action, you have to launch 'phystut > -phys_engine=bullet' then press 'r', it will spawn a frankie's ragdoll. > You need to have bullet (2.75 recommended) installed on your machine in > order for it to work. > > This limitation to Bullet is due to the fact that the frankie ragdoll I > made uses cylinders and that the ODE plugin seems to have some problems > with that, otherwise it should work with both systems. > > In the future however, I intend to add support for kinematic bodies, ie > bodies that are controlled by the animation system but do interact with > the physical simulation. Bullet do support natively kinematic bodies but > this is not the case with ODE. > > The ragdoll effect has currently to be used on the whole skeleton of the > animesh. In order to make it work only on subparts of an animesh (eg to > animate hairs or clothes), we will need kinematic objects, so this won't > be possible with ODE. > > Another limitation is that I have not yet implemented the loader for the > bodymesh and the ragdoll, so this has to be made currently from code. > > A problem you may see is that the frankie's ragdoll is not that stable > and may flicker. This is due to the fact that the physical model has to > be well chosen in order to be stable. And right now the frankie's model > I made is not tweaked at all. This would be more simple to do once the > loaders are written. I also guess that Frankie is not so well suited to > a ragdoll animation because he has a big body with thin limbs. > > About the changes on the Bullet plugin, it seems that now the Bullet > plugin works better than the ODE one. It still has some limitations but > it works pretty well. > > Regards, > Christian > > -- > Christian Van Brussel, Research assistant > Communications and Remote Sensing Laboratory > School of Engineering > Universite catholique de Louvain, Belgium > http://www.tele.ucl.ac.be > > Batiment Stévin, > Place du Levant, 2 > B-1348 Louvain-la-Neuve, > Belgium > > christian.vanbrus...@uclouvain.be > +32 10 47 85 55 > > > ------------------------------------------------------------------------------ > Return on Information: > Google Enterprise Search pays you back > Get the facts. > http://p.sf.net/sfu/google-dev2dev > _______________________________________________ > Cel-main mailing list > Cel-main@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/cel-main > -- Project Manager of Crystal Space (http://www.crystalspace3d.org) and CEL (http://cel.crystalspace3d.org) Support Crystal Space. Donate at https://sourceforge.net/donate/index.php?group_id=649 Personal page: http://users.telenet.be/jorritTyberghein/ ------------------------------------------------------------------------------ Return on Information: Google Enterprise Search pays you back Get the facts. http://p.sf.net/sfu/google-dev2dev _______________________________________________ Cel-main mailing list Cel-main@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/cel-main