Ragdoll physics...
Milkshape 2.0 will be supporting the novodex physics engine - check out www.milkshape3d.com - may be worth looking into.
Thrasher Skate and Destroy used ragdoll physics, and that''s kinda old, relatively speaking. Why wouldn''t it be possible to be done with MD2''s? If you make a copy of the skeleton you used to create the keyframes, you could switch between the models when you need ragdoll and when you need keyframe. This might be more complicated, but not as much as trying to write a new importer and change all your models to different format.
I believe the fact that MD2s are keyframed vertexes disallows you to use a boned structure. What would have to happen is that a bone model was loaded with the MD2 and animation be done that way. If you wanted to use a boned body why not start with that in the first place?
Hum in my opinion Ragdoll is done using inverse kinetics and no inverse dynamics.
Inverse dynamcis is just used to find a global force applied to the object for example if you shoot at a monster he must go away..
escuse me for my poor english
Inverse dynamcis is just used to find a global force applied to the object for example if you shoot at a monster he must go away..
escuse me for my poor english
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