Not only from weapon hits. Falls & passangers in car or boat should be ragdolled too.
Not only from weapon hits. Falls & passangers in car or boat should be ragdolled too.
Hi, i think that the ragdoll should serve too to simulate be spitted out by the blast shock wave of fat bombs or deflagrations in general and not only the force that a bullet does againist the flesh or gear. Let's C ya
I suggested that once and they thought I was asking a for a "rocket jumping" mod.
Well, hard to assume anything since we don´t know what is the new animation system. DEV BLOG ABOUT IT NAO!
Spoiler:
Feigning death can easily be added in too by letting players choose the option to stay in ragdoll mode instead of going prone.
I have no idea about the term about to be used and should just keep my mouth shut, but, I thought you could use inverse kinematics to do that.
I guess that is because you read the misleading information on wiki. It has nothing to do with the discussion.
Here is an easy example:
In the above case, the only thing animated is the wheel turning (simple rotation). The mechanical arm is NOT animated, only rigged and set as IK from that wheel.
So instead of needing to animate the hand and it's individual parts, you only need to animate the wheel, and the rest of the animation transfers itself back into the arm
Of course you could do it the other way around: animating the hand that will turn the wheel (setup as IK), but that would be a waste of time in this case since it would take at least twice as much to do it.
What it is used for: for instance, changing gears in a car: it is much easier to animate the gear lever for each individual car, then set a characters hand in position and tell it to IK from that particular object, than animating the character for whole lot of range of cars. Same goes for the wheel.
Another example would be a sword fight. It would be a lot easier (and more precise and dramatic) to animate the swords movement and the character would follow it rather the other way around. In this case you would most likely need to animate the lower part of the body (legs) separatly, but still a lot easier than dealing with the average of 24 bones/character (excluding the fingers and toes).
Hope the above was pretty easy to follow.
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back on the subject:
Recovering from ragdolls (using physix) should be more than possible after the end of the ragdoll, but not during it.
So, at least in theory, you could have a lad collapse after being shot, then recover totally if that is what is wanted.
Note that things like being teased or punched in the face or anything along those lines cannot be handled by physix, needing a specific animation instead.
Conclussion: Ragdolls are NOT a cure for all the problems, and they do have limitation. Even a system such euphoria has such limitations, even though a lot have been amended.
Last edited by PuFu; Mar 16 2012 at 21:03.
Spoiler:
I was shocked by a near grenade in a i44 TVT... camera was moving uncontrolled and my ears were whistling, it would be nice to see that players were restrained and loosely pushed half, one or two meters away in such non lethal situation... but I guess it must be something quite difficult to achieve ...
AFAIK this is referred to as "inverse kinematics", and its something that has been exceedingly slow to show up within games since its theoretically been around since the early 00s.