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
>
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