[ODE] Ragdoll + Trimesh
Aras Pranckevicius
nearaz at interamotion.com
Sun Dec 28 16:09:03 MST 2003
> Is it better to use trimesh collision or normal bsp collision for
> the level.
ODE doesn't have a BSP collider (yet). So, if you have one (and it's able to
give contact points/normals/depths - most don't), you may use it :)
> And to the ragdoll model.So it isn't recommended to use
> own objects (like head,arms).But isn't the physicall simulation
> too inexact?
The physical simulation and the collision detection are two very separate
things.
Physical simulation doesn't care about body shapes _at all_. All it does care
is their mass properties (mass and inertia tensor), the forces affecting them
and the constraints affecting them.
Collision detection doesn't care about all this - it's sole task is to report
contact points and penetration vectors.
The thing that glues them in ODE is a special type of constraint - a contact
joint. This thing basically doesn't allow (or corrects) body penetrations and
models some friction.
Now, onto the ragdolls: the most important thing there is body skeleton - the
limbs and the joints between them (joint limits that resemble real skeleton
limits are very important also). The thing that worries you - if
approximation of limb shapes by cylinders/boxes/spheres will be ok - isn't
that important. Think of it - would you really notice if the lower arm would
be just cylinder of equal radius along it's axis? It would collide with other
things _a bit_ different. That's all.
Aras Pranckevicius aka NeARAZ
http://www.gim.ktu.lt/nesnausk/nearaz/
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