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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