Physics & A.I. / DarkGDK & Ragdolls |
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_Pauli_
User ![]() Joined: Thu Aug 13th 2009 Location: Germany |
Do they work? I'm trying to get ragdolls working with skinned models. Here is what I have so far (but it doesn't work!): + Code Snippet Am I missing something? Are there any demos or tutorials on this? Any help is greatly appreciated! Now the plot thickens, the fps decreases, and the awesomeness goes through the roof. |
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Airslide
User ![]() Joined: Mon Oct 18th 2004 Location: Cyberspace |
I don't know if you're going to get any help on this. I recall being promised a demo of a fully skinned ragdoll some time ago but that's obviously never happened. I'm afraid too much of DP just seems broken and unsupported, which is pretty sad considering it has so much potential. If FPSC used it I'm sure it'd have a lot more attention |
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_Pauli_
User ![]() Joined: Thu Aug 13th 2009 Location: Germany |
Yeah just a simple working demo would help so much! I hope that the ragdoll commands work, since I've read that the rope demo (which was unfortunatly not included in my DP installation!) uses them and works fine. So the basic problem is how to use the commands correctly rather than not working at all? Another thing is that I could basicaly do it without the built-in ragdoll commands, if I would know how to correctly 'glue' the limbs of my skinned model to rigid body objects! Has anybody tried this before? I have the positioning (offset) of the limbs done, but I can't get the rotation to work! Now the plot thickens, the fps decreases, and the awesomeness goes through the roof. |
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HowDo
3DMaster - Champion ![]() Joined: Thu Nov 28th 2002 Location: United Kingdom |
Pauli do wish to kown how to use add limbs or glue limbs? Dark Physics makes any hot drink go cold. |
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_Pauli_
User ![]() Joined: Thu Aug 13th 2009 Location: Germany |
I want to know how to rotate & position a limb of a skinned model to the position & rotation of another object (e.g. a rigid body as a part of a ragdoll). Well, I have the position done, but I don't know how to rotate the limbs properly! If I knew how to do that, I would be able to make my custom ragdoll system... Has anybody ever tried something like this? Or how to make the DarkPhysics built-in ragdoll commands work? Now the plot thickens, the fps decreases, and the awesomeness goes through the roof. |
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_Pauli_
User ![]() Joined: Thu Aug 13th 2009 Location: Germany |
I have some specific questions about the DarkPhysics ragdoll commands: dbPhyMakeRagdoll ( int iID, int iObject, int iPhysics ) Ok, I guess iObject is the ID of the object that holds the skinned model. What is iPhysics supposed to be? The reference says: 'the first object identification number that is going to be part of the skeleton'. Is this the rigid body that is like the center of the ragdoll (e.g. the chest or stomach)? dbPhyAssignRagdollPart ( int iID, int iMesh, int iBone, int iObject ) What is iMesh? Is it a mesh that is made from the model (dbMakeMeshFromObject)? If so, do I have to update the model object somehow (maybe dbChangeMesh on the model object with the ragdoll mesh)? dbPhyGetRagdollExist ( int iID ) When I use this command I get the following error: 'error LNK2001: Nicht aufgelöstes externes Symbol ""int __cdecl dbPhyGetRagdollExist(int)" (?dbPhyGetRagdollExist@@YAHH@Z)". Debug\Engine.exe : fatal error LNK1120: 1 nicht aufgelöste externe Verweise.' Why? (It's german I know...) I hope that someone can answer one or more of these questions! Maybe some of the TGC/DarkPhysics officials could help out here, too? Now the plot thickens, the fps decreases, and the awesomeness goes through the roof. |
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Scene Commander
User Joined: Sat May 3rd 2008 Location: Cyberspace |
The ragdoll commands aren't even understood by my version of Dark Physics.. I just assumed they didn't work... |
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Google Ad
AdBot Joined: Aug 26th 2002 Location: Everywhere |
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_Pauli_
User ![]() Joined: Thu Aug 13th 2009 Location: Germany |
Well, they are recognized and compile fine, but I just can't see any effect! I can't even check if the ragdoll exists Does anybody have a DarkGDK version of the rope demo? (or at least the DBPro version) Now the plot thickens, the fps decreases, and the awesomeness goes through the roof. |
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Jammy
User Joined: Wed Jan 15th 2003 Location: Scotland |
I don't have Dark GDK - but I do have dark basic pro and dark physics, I thought that if something worked with one it would work in the other as they were basically the same. I had seen for a while that people had trouble with textured rag dolls, but had never tried it myself until recently. For the halloween community compo to make a screensaver, I made a Ragdoll Skeleton (just the one from DARK MATTER VOl 1). I Gave it a new texture. Split the Model into limbs and just attached the limbs to native DBP Objects, Using the physx ragdoll demo heavily as a reference. I made a textured ragdoll. I still don't see how It wouldn't work just using the model and cutting out the DBP objects and attaching process. here is a screenshot The compo was only a week long and I missed the first 3-4 days as I did not know about it. You can download the program here its called Skelly http://forum.thegamecreators.com/?m=forum_view&t=159600&b=36 It includes the media and source code. The source code is very messy as I was in a big hurry. You move the skeleton by moving the mouse any other key exits the program (It is supposed to be a screensaver) It also never won, But I show that Textured Ragdolls are possible in Dark Physics. Good luck and If You think I can help - give me a shout. |
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Duke E
User Joined: Tue Mar 10th 2009 Location: Cyberspace |
@Jammy Though great looking and implemented in your demo, unfortunately the skeleton is not a true skinned ragdoll. It is separate parts joined with joints, similar to the ragdolls made from capsules in the DP demos. Skinned ragdolls use the rigged IK chained skeleton/limbs. Was a while since i looked in to this but if i remember correctly the rotation of the limbs in the rig in relation to the root bones is handled wrong by the phy ragdoll commands. The rope demo works as it is a linear chain. Regards |
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_Pauli_
User ![]() Joined: Thu Aug 13th 2009 Location: Germany |
Quote: "I thought that if something worked with one it would work in the other as they were basically the same"
Me too, I guess it's true. I'm gonna take a look at Skelly. Are you making objects from the models limbs there? well, not exactly what I'm looking for but may be good enough. Isn't the 'connection' between the limbs lost when you convert them to single objects? (like the arms vertices are not connected the shoulder anymore) Meanwhile I wrote TGC an email about this whole issue, hope to get some response soon... EDIT: Quote: "The rope demo works as it is a linear chain."
Wouldn't it be possible to make the ragdoll just a rigid body box as torso and attach four chain-like limbs to it as arms and legs? Would that work? Now the plot thickens, the fps decreases, and the awesomeness goes through the roof. |
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pdq
User Joined: Thu Jul 20th 2006 Location: Cyberspace |
Quote: "
Meanwhile I wrote TGC an email about this whole issue, hope to get some response soon... " Good luck on that Check out my email that I sent to them last year June 2008 on this issue: Quote: "
2 things I thought I would finally email you on, simply because it is quite possible that no one else has emailed you these requests. 1) When will models be implemented in Dark Physics? 2) Many Dark Physics users have requested another example of a character ragdoll attached to a skinned X character model. (ex: "aiko.x") Could you please put this in the next update. I do not think anyone has been successfull at attaching the ragdoll to a skinned model, at least as far as the forums go. " And their response: Quote: "
I need to spend some time working on both issues. The first one will be a big help to those using more complex models and the second one is also a key feature that needs to be demonstrated. I'm aiming to spend some time on it over the next few weeks. Unfortunately I can't be more specific as I working on multiple projects and my time gets split between those. " still waiting... zzzzzzzzzzzzzzzzzzzzzz |
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_Pauli_
User ![]() Joined: Thu Aug 13th 2009 Location: Germany |
Damn, I hope they made progress on this since June 2008 At least he stated that ragdolls with skinned models is a key feature, so I see light at the end of the tunnel... Now the plot thickens, the fps decreases, and the awesomeness goes through the roof. |
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Jammy
User Joined: Wed Jan 15th 2003 Location: Scotland |
Duke E - it is the same as the Quote: " ragdolls made from capsules in the DP demos" I used them big time as a reference. I don't understand what "the rigged IK chained skeleton/limbs" are, sorry, but i'm sure you are right._Pauli_ - 1) yes, I am making objects from the models limbs,body and head. 2) yes, the 'connection' between the limbs lost when you convert them to single objects. However you can use joints within dark physics to connect arms, legs etc back to the body. I used both sphere and revolute joints. It takes a bit of time to get limbs lined up again. Although it is not a true Ragdoll - It acts like one, and may be a solution. Good Luck |
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_Pauli_
User ![]() Joined: Thu Aug 13th 2009 Location: Germany |
I've got a reply from TGC regarding ragdolls and skinned models. Well, it's not what you call good news: Quote: "I'm afraid it's not a feature of the current software build."
That's all they wrote, so I guess that's it for the built-in commands. Maybe we can still figure out how to make it manually... The basics are there: skinned models can be deformed with DarkGDK's native offset/rotate limb commands, and the ragdoll can be build with normal rigid bodies and sphere/revolute joints. Just need to figure out how to combine them together. Now the plot thickens, the fps decreases, and the awesomeness goes through the roof. |
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