> We are interested by the new animesh in order to display high quality > characters, but we also need ragdoll physics to animate them. So, the > good news is: I intend to implement this feature in CS, and I come here > to discuss about that.
You came to the right spot :-) > The basic idea I have from now is to create a new plugin working closely > with animesh (do we need support of other meshes?). The classes of the > new plugin would hold the data for the degrees of freedom of the > skeleton, their min/max values, the colliders and the physical > properties of the bones of the skeleton. There will be also some > controllers that can be applied on part or whole of the skeleton. The > first controller would be the ragdoll controller, but this is also > possible that I implement later on an inverse kinematic controller. I don't think it is worth bothering with support for other meshes. The rest of the more useful answers I leave to Marten as he is the original author of animesh. Greetings, -- 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/ ------------------------------------------------------------------------------ Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july _______________________________________________ Crystal-main mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[email protected]?subject=unsubscribe
