> 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/

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