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Program Announcements / Make easy Newton ragdolls!

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French gui
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Joined: 11th May 2004
Location: France
Posted: 16th Sep 2004 07:08 Edited at: 17th Sep 2004 06:13
Make easy Newton ragdolls with Rag-guiV1.0.

This program have the same features than Walaber's Ragdoll designer beta ( http://forum.thegamecreators.com/?m=forum_view&t=37442&b=8) plus the ability to size the bones automatically just by analysing the .x file of your model. After setting up your model in Charater FX (read the Walaber's Newton DBP wrapper 1.23d ragdoll tutorial to do it), export it in .x format (without the binary option checked) and load it in rag-gui. Then click the 'create and size all' button: your ragdoll is done! (you can test it inside the program) You can save datas in a .rag file and use it in your project with the DBPro source code included (thanks again Walaber ). The model is limited up to 2000 vertices and 50 limbs, but I think it's enough for a game. (ask if you need more...)

To download Rag-guiV1.0 go to Walaber website:
http://walaber.proboards23.com/index.cgi?board=newtnews&action=display&num=1095217301

Tell me what you are thinking about it (and also if you find some bugs... )



My English is not so good I'm just French
PiratSS
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Posted: 16th Sep 2004 08:09
Very cool
Surreal Studio IanG
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Location: Cyberspace...I think
Posted: 19th Sep 2004 06:41
me likes


Used to be Phoenix Insane : PC Spec-AMD Athlon 2.0Ghz,GeForce FX5200 128mb,512MB of ram, Win XP Pro SP2 . Last reformat: 17/09/2004
French gui
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Location: France
Posted: 19th Sep 2004 07:26
Thanks! Have you tested it?

My English is not so good I'm just French
Hamish McHaggis
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Location: Modgnik Detinu
Posted: 19th Sep 2004 08:31
I tested it, it seems very proffesional, I couldn't quite figure out how to use it, but I got george loaded in and set up using the auto-thingy . One thing I would say is could you make the preview thing so you can drag the ragdoll up and around, and so that the camera can go anywhere? That'd be pretty cool.

Isn't it? Wasn't it? Marvellous!
Get Involved With The DBPro Community FPS
Peter H
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Posted: 19th Sep 2004 10:34
nice!

Quote: "read the Walaber's Newton DBP wrapper 1.23d ragdoll tutorial to do it"

now just give me teh link to that and i'll be all set!

"We make the worst games in the universe."

French gui
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Location: France
Posted: 19th Sep 2004 20:01
Peter_H :Go to walaber.com and then 'Newton'.

Hamish McHaggis :Thanks! Yes, I will add some improvements like this in future versions.

My English is not so good I'm just French
Catalyst
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Posted: 28th Sep 2004 16:10
2000 vertices....that's why nothing would load. Can we make it 10,000? Looks very nice, but my models are all about 6000 vertices.
French gui
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Location: France
Posted: 28th Sep 2004 21:12
Catalyst : I'm working on next version and I will add more vertices. (Or I will make an init file where max_vert could be set)

I'm very very very happy to see something on RagGui in newsletter!!!

My English is not so good I'm just French
walaber
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Joined: 22nd Oct 2003
Location: Los Angeles, CA
Posted: 28th Sep 2004 21:50
French Gui- I really think you should re-write the program using THIS TPC DLL.. that way you can keep the current functionality, but it will work with any model that DBPro can load, including .dbo files!

either way, this is a fantastic program, and I look forward to seeing it improve in the future!!

Go Go Gadget DBPRO!

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Peter H
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Posted: 28th Sep 2004 23:11
yes please do

i tried to load a .x model i made but it wouldn't work (note: i didn't use any of the guidelines for making a model because i made it before you did this)

"We make the worst games in the universe."

French gui
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Posted: 29th Sep 2004 04:27
Walaber:Hum I'll look at it. I need to know which vertice is assigned to which bone...

Peter_h:Yes, but are your model's bones axies aligned toward X? I don't know if you can set up correctly a model for ragdoll with another tool than Character FX... (Walaber?)

My English is not so good I'm just French
French gui
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Posted: 29th Sep 2004 07:58
Walaber: mmmh... after a lot of tries, I found that with DK Tpc I can't know the vertex assignement of deformed models.(It works only with models that have limbs).

My English is not so good I'm just French
walaber
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Location: Los Angeles, CA
Posted: 29th Sep 2004 09:28
aaahhh... that's a shame. oh well...

Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia GeForce 4 Ti4200 AGP 8x 128MB
French gui
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Posted: 29th Sep 2004 21:25
Walaber: I've (perhaps) found another way to know the vertices assignement with a loaded object in DBP. I'm working on it currently.

My English is not so good I'm just French
Mussi
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Location: Netherlands
Posted: 30th Sep 2004 00:16
if you can find out what limbs are bones in DB, you could check wich vertices are attached to it by simply rotating the bone/limb and check wich vertices move.



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Peter H
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Posted: 30th Sep 2004 05:33
BTW i realized that the reason my model didn't load(besides the fact that it was made in milkshape )

it has no bones

when i textured it all the bones got deleted (through exporting to wavefront and back)

"We make the worst games in the universe."

French gui
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Posted: 30th Sep 2004 20:34
Mussi:Yes! You've got the same idea than me (that's what I'm coding currently...)

Peter_H: Whithout bone, no ragdoll! Remember that you can use a rigid body in Newton (a model without bone) with Walaber's Rigid body editor (check it on his site)

My English is not so good I'm just French
Peter H
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Posted: 1st Oct 2004 00:22
yeah it HAD bones...just gonna have to re-rig it

"We make the worst games in the universe."

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