[ODE] OpenDE for an FPS ??

gl gl at ntlworld.com
Tue Mar 25 04:30:02 2003


> The problem arises when you set this object loose in the world. One
presumably wouldn't want a (for example) human model simulated by ODE _all_
the time - it would probably collapse unless is was carefully tweaked, and
any movement would likely send it toppling unless it was actively
stabilised. I guess that one would probably forego simulation (apart from
collision detection) until something interesting happened.

Character solutions will usually be more specialised than others.  Ony way
is to use normal animation (keyframing etc) most of the time, and only
enable the 'ragdoll' dynamics when, for example, a character is killed.
Unreal Tournament 2003 does that for example.
--
gl

----- Original Message -----
From: "Damien Miller" <djm@mindrot.org>
To: <david@csworkbench.com>
Cc: <ode@q12.org>
Sent: Tuesday, March 25, 2003 11:02 AM
Subject: Re: [ODE] OpenDE for an FPS ??


> david@csworkbench.com wrote:
>
> [...]
>
> > You could change the body simulation from a capsule to a more
> > articulated structure (different bodies for torso, arms, legs, head,
etc)
> > when a person was killed to allow for "ragdoll corpses" (maybe, I don't
> > think it's been done with ODE yet).  The iterated constraint solver I'm
> > close to releasing should simulate even piles of ragdoll corpses fairly
> > quickly (again, untested).
>
> This is why I am interested in ODE, though I haven't tried it yet. The
question that I have not figured out is how to integrate animation and
simulation:
>
> I imagine that one would create a model and some animations in a 3d
modelling program, using joints and bones which one would somehow export to
a format that ODE can use. I expect that one would also create bouding polys
for each bone for use by ODE.
>
> The problem arises when you set this object loose in the world. One
presumably wouldn't want a (for example) human model simulated by ODE _all_
the time - it would probably collapse unless is was carefully tweaked, and
any movement would likely send it toppling unless it was actively
stabilised. I guess that one would probably forego simulation (apart from
collision detection) until something interesting happened.
>
> Does anyone have any suggestions of how this is done in practice?
>
> -d
>
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