Yue Posted December 15, 2021 Share Posted December 15, 2021 I have resumed the project to implement the ragdoll effect, and it is really working as expected. The joint is placed correctly with its respective rotation on the model. --Test Ragdoll. if Input:GetKeyHit(Key.R) and self.ragdoll == false then self.ragdoll = true if self.ragdoll == true and self.player:GetPhysicsMode() ~= Entity.RigidBodyPhysics then if self.player:GetPhysicsMode() == 2 then self.player.meshPlayer:SetMass(0) self.player:SetPhysicsMode(Entity.RigidBodyPhysics) self.RPlayer:InitShapes() self.RPlayer:InitJoints() self.RPlayer:SetPositionBodys() self.RPlayer:SetRotationBodys() end end end 1 Quote Link to comment Share on other sites More sharing options...
Yue Posted December 15, 2021 Author Share Posted December 15, 2021 DEVMODE Ragdoll.mp4 sdfdsfds From the last time I tried the ragdoll effect, this time I have solved the problem of rotating the rigid bodies so that they point in the direction the player is looking. In that case before I used an invalid method, and now I understand how it is with the Ragdoll. 2 Quote Link to comment Share on other sites More sharing options...
Josh Posted December 16, 2021 Share Posted December 16, 2021 Great job! Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Yue Posted December 16, 2021 Author Share Posted December 16, 2021 Here continue... 1 Quote Link to comment Share on other sites More sharing options...
Yue Posted December 16, 2021 Author Share Posted December 16, 2021 1 Quote Link to comment Share on other sites More sharing options...
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Yue Posted December 22, 2021 Author Share Posted December 22, 2021 1 Quote Link to comment Share on other sites More sharing options...
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Yue Posted December 23, 2021 Author Share Posted December 23, 2021 sdfdf Quote Link to comment Share on other sites More sharing options...
Yue Posted December 24, 2021 Author Share Posted December 24, 2021 @Josh. Quote Link to comment Share on other sites More sharing options...
Yue Posted January 8, 2022 Author Share Posted January 8, 2022 Let's go at a good pace with the rag doll effect. Lemniscatta - Trovo Quote Link to comment Share on other sites More sharing options...
Yue Posted January 10, 2022 Author Share Posted January 10, 2022 I am only missing the hand colliders and their joints. :D Quote Link to comment Share on other sites More sharing options...
Yue Posted January 10, 2022 Author Share Posted January 10, 2022 Quote Link to comment Share on other sites More sharing options...
Yue Posted January 10, 2022 Author Share Posted January 10, 2022 We are live working and polishing the ragdoll effect in the video game engine. Leadwerks. Lemniscatta - Trovo Quote Link to comment Share on other sites More sharing options...
Yue Posted January 10, 2022 Author Share Posted January 10, 2022 Error on The Matrix 1 Quote Link to comment Share on other sites More sharing options...
Yue Posted January 13, 2022 Author Share Posted January 13, 2022 I have to say that I have repeated the exercise over and over again to try to implement the rag doll effect. Each new attempt I make I notice certain details that cause an error and find a solution, this I think is the eighth development version of this. Possibly by the time I get it right the world will be over. Quote Link to comment Share on other sites More sharing options...
Yue Posted January 13, 2022 Author Share Posted January 13, 2022 I end this, I think one of the big flaws of the Newton physics engine is that the joint is created at a global level and not in local relation to the rotation to the parts that make up the joint. At the end of the day I think this is why we have no official support from the engine. I could try again, but this has me bored already. Quote Link to comment Share on other sites More sharing options...
Yue Posted January 14, 2022 Author Share Posted January 14, 2022 I have moved on to something very basic in the use of joints. https://media1.giphy.com/media/7jMp3FCg9rKuHdOlgA/200.gif Yue Lost. sdf Quote Link to comment Share on other sites More sharing options...
Yue Posted January 14, 2022 Author Share Posted January 14, 2022 I don't want to give up, each time I do the process I am becoming more adept at Leadwerks articulations. At this point I had to isolate the ragdoll creation process in a separate project. The change in this attempt is that I create the joint system at the start of the game and then assign it to the model (in process). But for some reason the rotation works fine for me here. I go with the legs where I have always had the problem and apparently it is because of the rotation of the bones below the pelvis. Translated with www.DeepL.com/Translator (free version) s Quote Link to comment Share on other sites More sharing options...
Yue Posted January 14, 2022 Author Share Posted January 14, 2022 And this is where the problem is, in the legs, where the character jumps as if he was going to die ( xD ). Any help, for some reason I think Leadwerks is slowly dying, in google search engine nothing relevant about the engine appears anymore as the community is already Ultraengine. ;( I guess I'm alone in this. Quote Link to comment Share on other sites More sharing options...
Yue Posted January 14, 2022 Author Share Posted January 14, 2022 Error Here Joints for RAgdoll.mp4 Quote Link to comment Share on other sites More sharing options...
Yue Posted January 14, 2022 Author Share Posted January 14, 2022 I found the real hell of my problems, from the bottom of the pelvis of the model, the rotations the joints of the leg bones are different from the upper ones which are in a vector 3 of 0,0,0. At this point I had only one option and that was to rotate those bones manually for each animation, but that would kick me in the balls. However after seeing this image certain moment trying to figure out what I can do, I have a possible solution, and that is to rotate the rigid body of the collider to match that rotation of those joints. Let's wait how this goes. Translated with www.DeepL.com/Translator (free version) self.mLegR:SetRotation(self.bLegR:GetRotation(true)) self.mLegL:SetRotation(self.bLegL:GetRotation(true)) I do this effectively before creating the shapes. Quote Link to comment Share on other sites More sharing options...
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