[ODE] OpenDE for an FPS ??
mike polyakov
mvp9 at cornell.edu
Tue Mar 25 09:31:02 2003
Actually, i'm working on a fighting game using ODE; at this point i have
the "ragdoll" with joint limits and various muscle forces, though i haven't
got walking down quite yet (not enough dynamic stabilization). You can see
a couple demos of my efforts at http://24.59.74.158/thedude.html(be warned
- the page is very "work-in-progress") Basically i'm using ball+ajoint
joints for shoulders, ankles and hips and hinge joints for elbows and
knees. I set the limits through some experimentation and thought.
i'll appreciate any thoughts on the matter
mike
At 11:30 AM 3/25/2003 +0000, gl wrote:
> > 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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> >
>
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