I've little experience with physics simulation, and was wondering what the best approach is to mixing skeletal animation with physics along with some procedural animation.
It occurred to me that animations aren't bound to the physical limitations a ragdoll (for instance) would enforce. That is, an animation can very easily create infinite amounts of energy, which basically ends up destroying any purely physically simulated object on contact. An example of this behaviour can be observed in Skate 3.
I'm trying to simulate something like what Nintendogs did, where you can pet an animal with the mouse cursor. I want to support things such as moving an arm into a certain position, then have the pet stay like that, all while having the pet react to other physical objects. On top of that, the pet plays various animations blended together with procedural animation.
My approach would have been to use some form of PID controller to generate force inputs for the physics engine, depending on what the skeleton should be doing, and what it actually is doing. This would mean the pet would be a full ragdoll, and the animation would only influence the way it moved.
Would this be the best approach? Is there a library that already handles this? Can someone perhaps point me to some useful articles on the subject?
Edited by TheComet, 27 May 2014 - 04:25 AM.