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DarkBASIC Professional Discussion / Ragdolls and Ray Casting

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Stab in the Dark software
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22
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Joined: 12th Dec 2002
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Posted: 18th Jul 2014 17:17
We are developing a Wrapper for Bullet Physics. Check out our WIP.

We have finished ragdoll and ray casting. Here is an example of how it can be used in a game.
The first part of the video shows a spike gun example. The second shows a regular gun. We will be releasing a demo soon.



WindowsXP SP3,Vista,Windows 7 SP1, DBpro v7.7RC7
Stab In The Dark Editor
The coffee is lovely dark and deep,and I have code to write before I sleep.
mr Handy
17
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Joined: 7th Sep 2007
Location: out of TGC
Posted: 18th Jul 2014 20:49
It is plugin? Free or not?

All your TGC are belong to us.
Stab in the Dark software
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Posted: 18th Jul 2014 22:00
It will not be Free but will be reasonable.
We will be selling it here when we get it finished.

WindowsXP SP3,Vista,Windows 7 SP1, DBpro v7.7RC7
Stab In The Dark Editor
The coffee is lovely dark and deep,and I have code to write before I sleep.
mr Handy
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Location: out of TGC
Posted: 19th Jul 2014 10:59
Here at TGC store? That is very good.

All your TGC are belong to us.
Stab in the Dark software
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Posted: 27th Jul 2014 19:07
This is the same ragdoll physics that are used in FPSC Reloaded.
I am working on getting a demo uploaded so every one can try it.

[img][/img]


WindowsXP SP3,Vista,Windows 7 SP1, DBpro v7.7RC7
Stab In The Dark Editor
The coffee is lovely dark and deep,and I have code to write before I sleep.
wattywatts
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Joined: 25th May 2009
Location: Michigan
Posted: 27th Jul 2014 21:47
I'm curious how you'd go about setting up your models for ragdoll physics. Does it just use the bone information from the model?
Stab in the Dark software
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Posted: 28th Jul 2014 01:19
Quote: "I'm curious how you'd go about setting up your models for ragdoll physics. Does it just use the bone information from the model? "


Yes, it uses the model's bones.
There is one prerequisite, the model must have all of it's bones rotations zeroed in its first frame of animation/default pose.
Most modeling software zeroes the rotations of the rig when you finish creating it.
The Zombie model we used in the demo is a FPSC pack model.
It did not have it's rotations zeroed, but we zeroed them with Fragmotion.
It is really simple to zero them and keep the animations intact.
I am making a video of how to do that in Fragmotion.
We added an extra bone below the pelvis so that when we create the ragdoll physics capsule that represents the pelvis it will be the right size.

We are creating a workflow so it will be easy to create a ragdoll for any model even non human.
The ragdoll skeleton is made up of capsules, you pick two bones in the model and it will create a physics capsule between them.
Next you pick two ragdoll bones that you have created and create a joint between them.

DBPro code for zombie model ragdoll.




Basically you call ragdoll begin and set the overall weight of your model.
Create your ragdoll bones.
Create the joints between them.
Set some properties of your ragdoll.
Then ragdoll end.

The weight you set for your model gets divided up between all the ragdoll bones based on volume.
You can create a ragdoll at any frame of animation.
All ragdolls are automatically updated when the physics world is updated. Once your ragdoll stops moving DBPro culling is updated.
With ray casting you can detect ragdoll limb hits and apply a physics force at that location.

[img][/img]


WindowsXP SP3,Vista,Windows 7 SP1, DBpro v7.7RC7
Stab In The Dark Editor
The coffee is lovely dark and deep,and I have code to write before I sleep.

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