Hi,
I think that I should elaborate more what I want to do with the
iRagdoll interface in the future...
My plan is to build character control plugin for cs. Currently I
develop its features in iaeditor project, and I plan to put some
into CS/CEL (that's why I was asking recently about iSkeleton and iRagdoll).
The role of this plugin is to handle avatar behavior using physics
and/or IK, etc. The visual representation of such avatar will be always
skeletal animated mesh.
The character control will look like this:
Supervisor Controller
/ | \
/ \
/ | \
iRagdoll Prerecorded Animation ...
/ | \
/ | \
/ | \
P. Animation Script ...
"Supervisor Controller" - takes movement source from lower controllers
as animations and makes one blended result from it (i.e you can have
falling ragdoll that is waving). This controller can be a CEL plugin
that is using AI input (in my editor it is property class, that lets
you to define controllers influence in time and to save the output
animation).
"iRagdoll" - this controller lets you to attach rigid bodies to
skeleton bones (it lets you to define physics properties of your
avatar). You can also define descendant controllers that will change
dynamics properties of ragdoll bodies (controllers that will act in
physics domain) - they aren't reflected by iRagdoll interface, b/c
you can just define such controllers on set of bodies.
--
greetings,
Piotr Obrzut mailto:[EMAIL PROTECTED]
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