xenonus Posted February 14, 2015 Share Posted February 14, 2015 Hey All, Sorry for a noob question, however I could not find any info on this for the 3.3 version of Leadwerks... Are there any tutorials on how to achieve this? I've found this on one of the Shadmar's screens below, however it's from 2014 Aug: http://steamcommunity.com/sharedfiles/filedetails/?id=341258464 Many thanks! Quote Link to comment Share on other sites More sharing options...
shadmar Posted February 14, 2015 Share Posted February 14, 2015 It doesn't really work, joints are to weak so it's all jellylike and the ragdoll appears to have death cramps forever. However looking at the newton source there is some basic support for it: https://github.com/MADEAPPS/newton-dynamics/blob/19e5f8b34bdcf72e41ca3b547cc19f31a847b4d1/applications/demosSandbox/sdkDemos/demos/BasicRagDoll.cpp Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
AnthonyPython Posted February 14, 2015 Share Posted February 14, 2015 be better than death animation for it to be death ragdoll (hehe jelly joints and death cramps forever, ) Quote OS: Windows 10 Pro CPU: i3-10100 CPU @ 3.60GHz GPU: NVIDIA 2060 Super - 8 GB RAM: 32 GB Link to comment Share on other sites More sharing options...
zippymccrackin Posted February 14, 2015 Share Posted February 14, 2015 Josh said during the last meeting he has no plans to include ragdoll 1 Quote Link to comment Share on other sites More sharing options...
YouGroove Posted February 14, 2015 Share Posted February 14, 2015 We can do it in LE3, i mean a simplified ragdoll with one physic volume box per major bones like : - head - torso - adbomen - legs - foreleg - arms - forearms - foot - hand Just create physic cubes, link them with joints, init physics setting their Physic mode and give a mass when you need ragdoll effect. The best is a tool to adjust volumes and attach them to the bones visually , whatever are the bones names. This tool could be made in any 3D engine or app (LE3 model editor ideally) and would save data to a file you would read in LE3 and use on the character model. I'm making a game based on robots so they just finish in dust on floor when you destroy them, it's the most easy ragdoll system possible Quote Stop toying and make games Link to comment Share on other sites More sharing options...
nick.ace Posted February 15, 2015 Share Posted February 15, 2015 I'm actually working on rag dolls right now, but as shadmar said, the joints are way to elastic and unstable. Also, I'm not sure some of the joint limits are working right, so I might file a big report once I have a time to test them more vigorously. Apparently you can compile Lua wrappings to c++ commands, so I wonder if it's possible to provide access to some of newtons other functions this way. Quote Link to comment Share on other sites More sharing options...
xenonus Posted February 16, 2015 Author Share Posted February 16, 2015 Thank you All for your replies! I'll experiment with YouGroove's suggestion and his great "Rope" tutorial Quote Link to comment Share on other sites More sharing options...
YouGroove Posted February 16, 2015 Share Posted February 16, 2015 I don't know if these joints are very stable and will work with moving objects like a character falling on floor ? The rope has the base joint that is static not moving.Well try it and tell us if it works. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
DerRidda Posted February 16, 2015 Share Posted February 16, 2015 I experimented with attaching physics volumes to the crawler model, my result was a mesh that fell apart and floated in all directions, it looked quite funny but wasn't really useful. I think this is a worthwhile feature to add, as ragdolls have become THE standard way of handling dead NPCs in most games now. One can see why that is when playing the AI and Events demo map and killing one of the first two crawlers on the stairs, the way the animation based death makes the whole thing stick right through the stairs while having the other half float mid air simply proves that ragdolls are the better way. 3 Quote Link to comment Share on other sites More sharing options...
nick.ace Posted February 16, 2015 Share Posted February 16, 2015 It seems it's possible with Newton : A lot of the Newton functionality isn't exposed in Leadwerks, specifically the Ragdoll class (I think it might be deprecated though?) and other controls over joints, notably stiffness. http://newtondynamics.com/wiki/index.php5?title=API_Database#Common_Joint_Functions Quote Link to comment Share on other sites More sharing options...
YouGroove Posted February 16, 2015 Share Posted February 16, 2015 This is the last demo from Newton i tested. It's better to wait for native support in LE3 exposing Ragdoll features than making ourselves something not as good and not as fast. I tested the demo: Standard joints and all works very well. Among demos you have simple cloth patch : very fast with 0,06 ms tim cost Simple body physics : 0,03 ms About exposing Newton functions to LE3 , anyone using C++ could do it ? Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Olby Posted February 16, 2015 Share Posted February 16, 2015 Well you would have to wait at least until the next year. Josh already mentioned its not on his todo list for now. Lets hope he changes his mind. Quote Intel Core i7 Quad 2.3 Ghz, 8GB RAM, GeForce GT 630M 2GB, Windows 10 (x64) Link to comment Share on other sites More sharing options...
YouGroove Posted February 16, 2015 Share Posted February 16, 2015 My robots just turn to dust when they are basted off, no ragdoll torture for robots Quote Stop toying and make games Link to comment Share on other sites More sharing options...
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