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DarkBASIC Professional Discussion / Newton Physics ragdoll with modelpack one models

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N3wton
14
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Joined: 3rd Jun 2009
Location: Leeds, UK
Posted: 22nd Jul 2009 14:28
Hey,

I'm trying to set up ragdolls with modelpack one models, basically im making a MMOFPS, it all works but I thought wouldnt it be cool that if when you die it uses ragdoll physics so every kill is different but I cant seem to set up the ragdoll

So far I've set up the main bone, which was hard because it wasn't central to the model so I had to offset that but now that works

I've set up the chest and head also they both work..ish

Next I thought i'd add the legs... Now my problem.

I've added the leg, but when i moved the bone to the right, the leg went left so i fiqured the angle was wrong, so I rotated the leg 180 degress in the x-axis to spin it round, So I ran it and now when I moved the bone left the leg went left YEY but now when I move the bone backwards the leg goes forward

So Any Ideas?

I've posted my project, and the code, and yes it is the sample code from the advanced ragdoll example

So please let me know if anyone knows anything

Yours
N3wton

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CuCuMBeR
21
Years of Service
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Joined: 11th Jan 2003
Location: Turkey
Posted: 23rd Jul 2009 09:49
I didnt download the project.

But as to my experience the bipped exported from 3dmax needs slight adjustments.

If you can have the 3dmax file for the model, i can fix it for you.

There is always one more imbecile than you counted on.
N3wton
14
Years of Service
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Joined: 3rd Jun 2009
Location: Leeds, UK
Posted: 23rd Jul 2009 22:42
Well there the models from FPS creator Model Pack 1, so I don't have the 3dsmax files but i figured i could convert the .x file to an .obj then just follow the ragdoll tutorial that comes with the wrapper

Yours
n3wton

N3wton
14
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Joined: 3rd Jun 2009
Location: Leeds, UK
Posted: 25th Jul 2009 13:08
Right, I did it all following the tutorial but it still doesnt work but then I noticed at the bottom of the tutorial it says

Quote: "
CharacterFX seems to be a "right-handed" program, where DBPRO is "left-handed". This means the Z values are reversed when going between programs. This can cause a problem, because if you use the direct rotational values provided by CharacterFX in DBPro, you will end up with a ragdoll skeleton facing the opposite direction of the model! the solution is to export your model "right-handed" with a program like Milkshape.
"


How do I make my model right-handed?

Yours
N3wton

Dar13
15
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Joined: 12th May 2008
Location: Microsoft VisualStudio 2010 Professional
Posted: 25th Jul 2009 17:57
Export the models in Milkshape with the "Right-Handed" option checked.

N3wton
14
Years of Service
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Joined: 3rd Jun 2009
Location: Leeds, UK
Posted: 25th Jul 2009 21:01
Where is the Right-Handed option in milkshape?

thanks
N3wton

Dar13
15
Years of Service
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Joined: 12th May 2008
Location: Microsoft VisualStudio 2010 Professional
Posted: 26th Jul 2009 02:30
It's in the DirectX(JT) exporter.

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