[ODE] Ragdoll characters with ODE

Ivan Bolcina ivan.bolcina at volja.net
Thu Aug 7 03:30:02 2003


Hi. Can we get a source. I am interested in doing an sample of mecha, and am
looking for starting point!

bye,
ivan

----- Original Message ----- 
From: "Henri Hakl" <henri@cs.sun.ac.za>
To: <ode@q12.org>
Sent: Monday, August 04, 2003 11:11 PM
Subject: Re: [ODE] Ragdoll characters with ODE


> How you described it is exactly how I did it (more or less)
>
> I used rectangular prisms for all body parts, and hinge-joints for
> elbow/knees and ball-socket joints for everything else.
>
> One addition, though, is that all joints ALSO get an amotor (angular
motor)
> joint. This is allows all joints to be controlled, and have constraints
> placed on them in a uniform manner. Works fine. :) My articulated system
has
> around 44 or so degrees of freedom, and the animations look remarkable
> life-like. Pretty good all-in-all.
>
>
>
>
> ----- Original Message -----
> From: "Thomas Grimes" <striiideerr@hotmail.com>
> To: <ode@q12.org>
> Sent: Monday, August 04, 2003 9:19 PM
> Subject: [ODE] Ragdoll characters with ODE
>
>
> > I was wondering if anyone could either tell me or show me a link that
> talks
> > about how to setup a model, say a model using bones and all that like
doom
> 3
> > does for example, using ODE to make this model have ragdoll like
physics,
> as
> > seen in doom 3 and HL 2. I was thinking that maybe what you have to do
is
> > for each limb and torso of the model (assuming it's a person or
something
> > similar) assign a cyllinder which ODE knows about and assign a sphere
> where
> > the head is and connect all of these together with joints. Is this how
> this
> > is done or is there a better way? Thanks.
> >
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