Looks very good :) http://img260.imageshack.us/img260/7250/frankies.png
Painful for frankie :P The stretching happens when you run the camera into them, they suck back into shape after a few seconds. Is that intended behaviour? 2009/12/11 Jorrit Tyberghein <jorrit.tybergh...@gmail.com> I haven't been able to test it yet but from your description it sounds > like great work! > > Greetings, > > On Fri, Dec 11, 2009 at 4:49 PM, Christian Van Brussel > <christian.vanbrus...@uclouvain.be> wrote: > > Hi all, > > > > I'm pleased to announce that I just commited the ragdoll plugin to CS. > > It took me more time than expected to implement it as I decided to first > > rewrite the Bullet plugin and to develop some visual debug tools. > > > > The ragdoll plugin is based on the animesh. It uses what I called the > > 'bodymesh", ie the physical description of the animesh skeleton. This > > bodymesh can be used for other controllers than the ragdoll one, eg for > > inverse kinematic. > > > > To see the ragdoll plugin in action, you have to launch 'phystut > > -phys_engine=bullet' then press 'r', it will spawn a frankie's ragdoll. > > You need to have bullet (2.75 recommended) installed on your machine in > > order for it to work. > > > > This limitation to Bullet is due to the fact that the frankie ragdoll I > > made uses cylinders and that the ODE plugin seems to have some problems > > with that, otherwise it should work with both systems. > > > > In the future however, I intend to add support for kinematic bodies, ie > > bodies that are controlled by the animation system but do interact with > > the physical simulation. Bullet do support natively kinematic bodies but > > this is not the case with ODE. > > > > The ragdoll effect has currently to be used on the whole skeleton of the > > animesh. In order to make it work only on subparts of an animesh (eg to > > animate hairs or clothes), we will need kinematic objects, so this won't > > be possible with ODE. > > > > Another limitation is that I have not yet implemented the loader for the > > bodymesh and the ragdoll, so this has to be made currently from code. > > > > A problem you may see is that the frankie's ragdoll is not that stable > > and may flicker. This is due to the fact that the physical model has to > > be well chosen in order to be stable. And right now the frankie's model > > I made is not tweaked at all. This would be more simple to do once the > > loaders are written. I also guess that Frankie is not so well suited to > > a ragdoll animation because he has a big body with thin limbs. > > > > About the changes on the Bullet plugin, it seems that now the Bullet > > plugin works better than the ODE one. It still has some limitations but > > it works pretty well. > > > > Regards, > > Christian > > > > -- > > Christian Van Brussel, Research assistant > > Communications and Remote Sensing Laboratory > > School of Engineering > > Universite catholique de Louvain, Belgium > > http://www.tele.ucl.ac.be > > > > Batiment Stévin, > > Place du Levant, 2 > > B-1348 Louvain-la-Neuve, > > Belgium > > > > christian.vanbrus...@uclouvain.be > > +32 10 47 85 55 > > > > > > > ------------------------------------------------------------------------------ > > Return on Information: > > Google Enterprise Search pays you back > > Get the facts. > > http://p.sf.net/sfu/google-dev2dev > > _______________________________________________ > > Cel-main mailing list > > cel-m...@lists.sourceforge.net > > https://lists.sourceforge.net/lists/listinfo/cel-main > > > > > > -- > 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/ > > > ------------------------------------------------------------------------------ > Return on Information: > Google Enterprise Search pays you back > Get the facts. > http://p.sf.net/sfu/google-dev2dev > _______________________________________________ > Cel-main mailing list > cel-m...@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/cel-main > -- -Mike
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