Bored - the tutorial is written for Character FX, but if you don't mind opening up a .x file in wordpad (ascii .x files only of course), I think you can setup a ragdoll without it. Character FX just makes it easy to explain and set up.
Eldar - sorry for not answering your question. As far as I know 700 objects is not the limit. The wrapper can handle up to 10,000 rigid bodies, but I'm not sure about Newton itself, that's a question for the Newton forum! I guess I should look into it, because the wrapper might be wasting memory now...
Elemenop - oops. it looks like it is in radians after all. you can convert radians to degrees like so:
degrees = radians * (180 / 3.14159)
that should give you the angle. also remember when you want to apply limits, you need to call the
NDB_NewtonHingeSetUserCallback with a flag of "3", which means you want both motorization and limits at the same time. I just realized the documentation doesn't explain that part fully, sorry. demo05 shows an example of this with the "pusher" slider joint.
Doug the UpVector is as simple as calling the
NDB_NewtonConstraintCreateUpVector command. Be sure you set the direction of the pin into temp vector 1 before calling the command. for example, to apply an UpVector joint to the body "Character", you would do the following:
NDB_SetVector 0.0, 1.0, 0.0
UpVectorJoint = NDB_NewtonConstraintCreateUpVector( Character )
...it should be that simple!
project update I've added the ability to access the rigid bodies that make up a ragdoll, which means you can finally control a ragdoll (by adding impulses, etc), as well as detect collision with ragdolls. And most exciting, you can add attach a ragdoll to other bodies with external joints. I'm working on a new tech demo that makes use of this
Go Go Gadget DBPRO!
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