Ragdoll Physics Video

Published March 14, 2006
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I finally did it [grin]. It's been a goal of mine for sometime to get ragdoll physics into the game. I made an attempt about 6-7 months ago, but it's FINAL this time.

The major issues were getting the ragdolls to work with EVERY model in the game...and they do now. The other kicker was blending from the actor's current animation into the ragdoll. That works now. One of the last major issues was blending between the differing skeletons (32 bones in animation, 10 in the ragdoll) and making up for the missing bones in the mesh hierarchy. The fact that every character's skeleton in the game is unique didn't make my job any easier.

Obviously screenshots won't do this justice, so here's a link to a video (about a minute long) of me throwing around a civilian [grin]. I've still got about 1 more day of tweaking to get it perfect...but I'm sure this would be 'good enough'.


RAGDOLL PHYSICS VIDEO DOWNLOAD:
http://www.radioactive-software.com/gangwar/ragdoll/GangWarRagdolls1.avi


Here are some preview images of the video...







Here's an image showing the final ragdoll configuration:


Here's an image of different character model using the ragdoll physics.


Well this was the last major hurdle I had to really overcome with the game...and now I'll be able to add ragdoll physics into any of my subsequent projects pretty easily...so I'm a happy camper right now.

I've still got some tweaking to do, but as you can see from the video the ragdolls are already pretty stable. As usual comments/etc. are welcome.

Ah...time to relax, drink a beer, and own at some Counter-Strike: Source. *Glances at clock* Shit, it's 4:00AM. [grin]

- Dan
0 likes 10 comments

Comments

jollyjeffers
Drinking beer at 4am - classy [cool]

Congrats on getting it all hooked up, will have to check out the video when I'm back on WinXP (can't do much under Vista)...

Keep up the good work!
Jack
March 14, 2006 06:53 AM
Jesse Chounard
Looks pretty good. However, why are their arms always above their heads? In the screenshot where your holding the cop up by one arm, shouldn't the other arm fall to his side? I noticed the same thing in the video.
March 14, 2006 07:00 AM
Nit
Very very cool. I can't wait to see a video of a car hitting the civilian.
March 14, 2006 08:01 AM
ApochPiQ
Anyone who tests their physics by chucking a fat white guy into a dumpster is a hero in my book.
March 14, 2006 09:18 AM
Gaheris
Awesome, I (almost) cannot believe that you managed to get great ragdoll support in such little time. Thumbs up!
March 14, 2006 10:57 AM
Rob Loach
Ahhhhh, nothing entertains me more then a flying human body...
March 14, 2006 11:10 AM
dgreen02
Yea right now I've got the joint limits set very tightly (20 degrees of freedom total). I've got to go back through by hand and adjust the angles for each bone, as well as tweak some other parms....it's just setting up a switch statement and passing in different numbers for each joint.

Also I could switch from representing the geometry as boxes....to representing the geometry as a capped cylinder, as most people do with their ragdolls.

I think once I take care of those two things it'll be good.

I'll be sure to post more videos when I do that....also I can tell you the vehicle/civilian collisions are going to look pretty cool heh.

Thanks for the feedback guys!

- Dan
March 14, 2006 11:47 AM
wackatronic
Can your next game be called?

Throw Whitey!

Or

Whitey YoYo!

Or

Dribble Whitey!

Or









Nice job! Keep em coming!
March 14, 2006 01:42 PM
ildave1
Interesting stuff you have going on! Keep it up!
March 14, 2006 02:12 PM
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