Jump to content
  • Advertisement
Sign in to follow this  
vidalsasoon

Rag Dolls + .X file animations

This topic is 4818 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

The physics in my game works so I can make a stick figure with joints but putting life into it is where the .x file animations would come in i assume. From what I could tell with games like Half Life 2, when a player dies the predefined animations are disabled and the rag doll physics takes over. i'de like to integrate the bones of my animation with the geometry of my physics engine. I've never done animation before so i'm really not looking forward to it... So my question is, would an X file have the coordinates, dimensions and weights of the bones so my physics could use those values? thanks, V.

Share this post


Link to post
Share on other sites
Advertisement
I'm afraid I'm not going to be able to write a complete intro to animation, but the following might help you with your problem...

Usually, the AnimationSet I think, gives you the transformation (vector), rotation (quaternion), scaling (scalar) and the matrix with all of these combined.
You can calculate the dimensions of the mesh of each bone with DirectX's ComputeBoundingBox.
The weight, if you mean as in grams, is not stored in the animation so you could store those in a different file or calculate a weight based on the volume of the bounding box.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!