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Ragdoll Pack On The Way
Ragdoll Pack On The Way
| Name: | Chris Calef | ![]() |
|---|---|---|
| Date Posted: | Feb 24, 2005 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Chris Calef |
Blog post
Okay boys and girls,
I'm back with another .plan! I swore I wasn't posting anything again till it was ready to ship, but then I figured what the hell, Josh has posted about a dozen T2D-related plans since the last time I said anything, guess I might as well let y'all know what's happening!
The short story: the ragdoll animation packs are VERY CLOSE, and they work great with the RTS Pack too! That's what took the last couple of weeks -- had to roll my own little physics system in RTS, not to mention some time setting up explosions etc. just so the movies wouldn't look dumb, and just generally finding my way around the RTS pack.
But it works! I say "packs", now, because there are going to be two of them, one pack for radius damage (explosions) and one for direct damage (direct hits). For the questions about when and how much, the answers are a) as soon as they are done, which will be very soon, and b) cheap, probably $25 each or $40 for the pair, but I'm not committing on prices until they're actually for sale.
For MPG movies of this stuff in action, go here.



I'm back with another .plan! I swore I wasn't posting anything again till it was ready to ship, but then I figured what the hell, Josh has posted about a dozen T2D-related plans since the last time I said anything, guess I might as well let y'all know what's happening!
The short story: the ragdoll animation packs are VERY CLOSE, and they work great with the RTS Pack too! That's what took the last couple of weeks -- had to roll my own little physics system in RTS, not to mention some time setting up explosions etc. just so the movies wouldn't look dumb, and just generally finding my way around the RTS pack.
But it works! I say "packs", now, because there are going to be two of them, one pack for radius damage (explosions) and one for direct damage (direct hits). For the questions about when and how much, the answers are a) as soon as they are done, which will be very soon, and b) cheap, probably $25 each or $40 for the pair, but I'm not committing on prices until they're actually for sale.
For MPG movies of this stuff in action, go here.



Recent Blog Posts
| List: | 05/14/08 - Fun with BVH Files, in Torque. 03/12/08 - Hello, Goodbye, Israel, and LSystems 04/30/07 - The Grand Canyon is really, really, really big. 12/07/05 - Torque Build Environment (TBE) Changes Course 09/13/05 - Ragdoll Pack Gets Multiple Character Support 04/08/05 - Ragdoll Pack Is SHIPPED!! 02/24/05 - Ragdoll Pack On The Way 01/29/05 - Ragdoll Pack Preview |
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Submit your own resources!| Joseph Helm (Feb 24, 2005 at 01:53 GMT) |
Edited on Apr 22, 2005 03:46 GMT
| Owen Ortmayer (Feb 24, 2005 at 02:36 GMT) |
| Stephen Zepp (Feb 24, 2005 at 02:41 GMT) |
Looks awesome man, seriously!
| Chris Calef (Feb 24, 2005 at 02:59 GMT) |
Re: the explosions, yeah they were a sunday afternoon hack, but it was a fun distraction from the transform matrices! :-) still need to get emitters etc. working, I never even got them set up right to call processTick etc. Right now my RTS explosions just release whatever particles they have the first instant then they're done. But whatever, it's a tangential issue at this point.
Thanks for the encouragement!!
| Josh Williams (Feb 24, 2005 at 03:05 GMT) |
| Max Thomas (Feb 24, 2005 at 03:46 GMT) |
Lol, I couldn't help it. Well, it truly looks amazing, I've given up on my rag doll studies and tests, too much time, can get working on other things.
Digging 40 bucks out of my wallet now and putting it on a peice of paper that says "Do Not Toutch! untill ragdoll pack is out that is..."
Max :)
| Chris Calef (Feb 24, 2005 at 04:37 GMT) |
rofl, yeah i know, it feels awful to go into mass orc-icide like this. I was even considering putting in a note about how all the orcs are really just actors, and show pictures of their orc families and babies, just to make everybody feel better.
| Adam deGrandis (Feb 24, 2005 at 04:43 GMT) |
| Ben -Djaggernaut- Chavigner (Feb 24, 2005 at 10:09 GMT) |
| Michael Cozzolino (Feb 24, 2005 at 13:30 GMT) |
Quote:
An intermediate tool that will be coming out later, probably for a higher price, is a modified ODE environment that, as Pat discussed, lets you create your own dsqs by modifying the skeleton and the applied forces through config files. This will let you refine the figure to match your own player model with more precision. ODE is in C/C++, it should work on the Mac as well, but I'll answer that for sure when I get closer.
Any idea on when this will be released or is it still to0 early too even contemplate.
Edited on Feb 24, 2005 13:30 GMT
| Matthew Langley (Feb 24, 2005 at 16:03 GMT) |
create algorithms to get the closest area to terrain blocks and set empty as you begin dif generation there then generate it down in whatever type of explosion there is...
maybe create a sub set of rules that will light these real-time as well.
lol maybe a bit out there but think it could be done.
Edited on Feb 24, 2005 16:04 GMT
| Chris Calef (Feb 24, 2005 at 17:05 GMT) |
@Matthew: yeah, that's kinda what I was thinking actually. Possibly save time with a set of preconfigured difs that are "close enough"... Not a priority today, though, anybody else feel like going that way? :-)
| Michael Cozzolino (Feb 24, 2005 at 17:43 GMT) |
This is the app you are using to create the .dsq's for the animation packs you discuss in this plan, correct?
| Rod Parong (Feb 24, 2005 at 18:34 GMT) |
This might be helpful to help speed up tool support:
http://www.physicstools.org/forum1/34.html
| Thomas Glennow (Feb 25, 2005 at 00:59 GMT) |
| Max Thomas (Feb 25, 2005 at 01:03 GMT) |
Max ;)
| Chris Calef (Feb 25, 2005 at 02:54 GMT) |
Re: framerate -- 12 fps with 120 orcs, keep in mind this is on a pretty used-up laptop with a 440 Go and 1.8 GHz. With full particles flying and practically every orc airborne, it comes down to 10 or 11. Other systems will perform better, obviously.
| Billy L (Feb 25, 2005 at 04:28 GMT) |
Great work !
Is this physics for a fps game to , like a minor Havok ?
Edited on Feb 25, 2005 04:30 GMT
| Chris Calef (Feb 25, 2005 at 05:01 GMT) |
| Billy L (Feb 25, 2005 at 06:37 GMT) |
I love to have some kind of Ragdoll physics in my game.
Dont need a fully working Havok physics engine.
Any change to see any fps demo or movie ?
While im waiting for the release :)
| Chris Calef (Feb 25, 2005 at 07:35 GMT) |
| Billy L (Feb 25, 2005 at 17:28 GMT) |
Looks great.
| Ian Smithers (Feb 25, 2005 at 22:11 GMT) |
Good work, really impressive. :D
Ian
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