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Clackersmith
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Posted: 10th Mar 2005 18:41
The image supplyed with this post show pritty much what I am after. I have been trying to work out how to code 3 objects (Hand,forearm and upperarm) in to staying connected to each other when one of the three objects is moved most likly the hand to hopefully replicat the basics of moving a arm.

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Doom Weaver II
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Posted: 10th Mar 2005 18:42
are they bones, or objects?
Clackersmith
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Posted: 10th Mar 2005 18:46 Edited at: 10th Mar 2005 18:47
objects. that is what I sead in my post
Van B
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Posted: 10th Mar 2005 19:22
Ragdolls are probably your best bet - I suggest getting your teeth into Walabers excellent Newton physics plugin, it could certainly handle that. If this is the sort of thing your looking into, ragdolls and physics plugins should suit you down to the ground. I plan to look into this for a cycling game, like gluing the hands to the handlebars and the feet to the pedals to get decent movement animation, I would'nt like to attempt it without a pre-built physics system.


Van-B


It's c**p being the only coder in the village.
RiiDii
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Posted: 11th Mar 2005 00:55 Edited at: 11th Mar 2005 00:56
You could make each object a 2-limb object, your main piece and an end piece. Offset limb 0 by 1/2 the size on the axis you want to use. Then offset the end-limb by the full distance of the object size.
Example:


This will give you two coordinates and angles to use:
The object's x/y/z, and limb 1's x/y/z. The Object's x/y/z is used to place the object onto the previous object (i.e. the hand onto the forearm and the forearm onto the upper arm).

Next, you would use Limb Angle X/Y/Z() And Object Angle X/Y/Z() to determine the new angle of the next limb in line (upper arm->forearm->hand). Limb Angle X/Y/Z() returns the limb's angle reletive to the object, not it's 'world' angle, so you would have to add the Limb Angles and the Object Angles together.

Just an alternate method.

"Droids don't rip your arms off when they lose." -H. Solo

REALITY II
Clackersmith
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Posted: 13th Mar 2005 17:14
I am having a bit of trouble seeing in my head fully what you are saying RiiDii. Would you be able to give me a exsample of what you are preposing for working out angles.
hexGEAR
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Posted: 13th Mar 2005 17:51
like Van B said ragdolls are probably your best bet, or more specifically... Inverse Kinematics. Check out this link to an article on Inverse Kinematics and a pretty nice demo which i guess covers what your trying to explain in that diagram.

You could check out Walaber's Newton physics wrapper for the easy way to accomplish this or try researching IK and coding it the hard way. Either way good luck, would be a cool feature to see in a dark basic game.

RiiDii
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Posted: 15th Mar 2005 04:21
Here you go, try this as an example. Wave#1 and Wave2# are the angles of the 2 limbs. You can see in the Rotate Object 3,... command that all 3 angles are added together to get the final angle.



"Droids don't rip your arms off when they lose." -H. Solo

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