[ODE] integration with cal3d?

jnilson_99 at yahoo.com jnilson_99 at yahoo.com
Thu Jan 15 09:51:39 MST 2004


ah, i know what you mean now :D. 

if you could only get j e t r o at 

http://jet.ro/dismount/

to release his dismount game open source you'd be in
business.

i say we all send him email begging for the source
code.


john

--- Jason _____ <jgmath2000 at hotmail.com> wrote:

---------------------------------

I think the problem is that ragdoll physics does not
"fake" very well.  Take, for example, running. 
Running works great in keyframes.  It's easy to make a
running animation in 3dsmax using character studio
(I've done it already) and it looks pretty realistic,
even if the ground is not level.  Compare this to
falling.  When you fall, you have to go from standing
to prone on the floor.  This is very very very hard to
"fake" using keyframe animations, especially if the
ground is not level.  This is why I want the switch
which will make the model stop using keyframes and
switch over to a physics model.

 

BTW I have 3dsmax and I think it is a great program =)





Jason Gauci 
"If a packet hits a pocket on a socket on a port, and
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then a packet pocket socket error the buffer must
report" From: To: ode at q12.org Subject: Re: [ODE]
integration with cal3d? Date: Mon, 12 Jan 2004
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FILETIME=[C18717C0:01C3D990] jason, sorry for taking
so long to reply as i was on vacation in florida this
weekend. "Well, I was thinking more along the lines of
an on/off switch. So, you us!e cal3d and keyframes
until some swithc gets set and then it "replaces" the
cal3d model with an ode model and the body falls limp.
" i've read this entire thread and am scratching my
head a little bit. you want to have a human character
running for example and then fall limp when hit in the
"brain pan". the answer is simple: use whatever
tecnique you were using to get the humanoid running
realistically to fall limp realistically. you're
assuming running is somehow different than falling
limp. there is no difference between running or
falling limp or skipping or whatever when i comes to
physics. all these movements follow the same laws.
your problem is how do you define these movements. the
easiest way is buy character studio. many people on
this list would like to build the equivalent of the
max/character studio editor which after all has it's
own physics engine built into it to allow you to make
object move realistically. this is a noble effort, one
would learn a lot. howev!er if you want to ship a game
or build a demo for a job interview you won't have the
time to take that route. you don't want to re-invent
the wheel. 3dsMax is not cheap, bundled with character
studio it's about $5,000. max out your credit card or
get someone to lend you the money or better still if
you're a student discreet will give a huge discout.
summing up here, cal3d doesn't allow you to model
human movement. it requires key frames to work. all
the makers of cal3d did (of this i'm about %99
certain) was use 3dstudioMax's Character Studio to
make the movement look realistic. cald could be looked
at as a way to import key frame information into a
game but little more than that. good luck, john
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