This and the vectorized aiming idea should get together - dynamic movement of a player hand in a v_ model seem to go (pun intended) hand in hand.
Quoting Jay Stelly <[EMAIL PROTECTED]>: > > So you're suggesting to simply replace the RagdollBone() call > > with my own data transformations? > > yes > > > When you are editing the matrix given back from > > GetBoneToWrite( boneIndex ), what is the scope of this > > matrix? > > It's just giving you a pointer to a matrix inside pBoneToWorld. So the > scope is the same as that data. > > > Is it in local space covering only it's position and > > orientation from it's parent bone, or is it global space > > after concatenating all parents? Basically, what does this > > matrix use for it's origin? > > It's a bone space to world space transform as the name implies. > Concatenating a any parent transform is up to you. Look at the code for > BuildTransformations() and you can see this being done in the case of > animation. Ragdolls don't really have hierarchy so they just get the > data directly from the physics simulation. > > > I was looking through all the ragdoll code, and I was > > wondering since I need collision to occur in my model of the > > hand if I needed any other ragdoll code? > > For what it's worth, I probably wouldn't bother with collisions until > you've got the other part working. Anyway, that will make the problem a > lot more complicated. > > If you want the physics system to solve the collisions, then you need to > create physics objects for the various parts of the hand, yes. The > ragdoll code is probably the easiest way to do this provided you also > want the constraints between the pieces. It sounds like you don't - but > I can't tell well enough from your description. > > The ragdoll system does not currently do all of the things you want. I > think you should probably use ragdolls plus what the bone followers use > (shadow control), but since there is no code that currently does both I > can't really say what problems you'll encounter. You could also instead > turn your user input into forces (basically what the vphysics shadow > controllers do) in your own code as well. > > > built and loaded with it's own collision data, but I'm not > > sure how well collision data will update if I manually move > > bone orientations around. > > You can do this, but instead of collisions you'll often get > penetrations. Better to push the bones in the direction of the desired > position. > > > I was searching and I couldn't > > even find how the physics told the ragdolls how to move in > > the first place. Is it updated via the physics.dll behind > > the scenes completely? > > Look for physenv-> in the client DLL. The objects are created using > that interface (physenv->CreatePolyObject()). Then physenv->Simulate() > gets called to advance time in the physics solver. Then each object > gets updated by reading through the interface returned by the create. > > > I may even be going the wrong way with this. Somebody else > > suggested I try using Bone Followers, but the Bone Follower > > update doesn't appear to do anything but update a shadow. In > > fact, the Bone Follower code doesn't appear to do much at all. > > Hopefully you understand how that works a little better now. > > > Also, related question but not of major importance as of yet. > > If I wanted to pick things up with this modeled hand, would > > the physics system be good enough? Give friction and mass to > > all the fingers, then surround an object with the fingers, > > and lifting; would that actually pick the object up, or > > would it need to be done some other way? > > I think it would basically work, but there will be a bunch of problems - > oscillation/bouncing/shifting kinds of problems. But then I've never > tried it, so I can't say how serious those problems will be and I don't > know what's acceptable to you. > > Jay > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders