I was just thinking a joint limit viewer for the editor would save alot of time when setting up a ragdoll or other joint related things. as it takes ages to tweek the ragdoll joints. also a way to set the joint orientation to match the bones in the editor would be great too. I know you can set the joint orientation run time or use bodies as reference but I set the bodies at runtime in script as positioning ragdoll bodies manually adds to a very long process and alot of back and forth tunning for accuracy. not whinning or anything it's mostly a pleasure, but it would just make the process easier is all. anyway just an idea.
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- joint limit visual feature
Author Topic: joint limit visual feature (Read 6271 times)
Welcome to the club!!
I can totally sympathise with you.......I've gone through the exact same process!
Your suggestion is an excellent one and I fully support it.
I can totally sympathise with you.......I've gone through the exact same process!
Your suggestion is an excellent one and I fully support it.
agree, but visually settings and changings in editor will be expensive I belief
But until we get that feature, we can do a Ragdoll-Maker tool where you can change the settings runtime and save all values to a textfile. Then you can copy and paste to you project.
Better would be to save the values formated as a scriptcode to set the jointlimits, but this need a iObjectJointLimitSet command!
3DSim
But until we get that feature, we can do a Ragdoll-Maker tool where you can change the settings runtime and save all values to a textfile. Then you can copy and paste to you project.
Better would be to save the values formated as a scriptcode to set the jointlimits, but this need a iObjectJointLimitSet command!
3DSim
that sounds like a good idea, it would be alot easier if we had that function that's for sure, but it might still be possible to create a simple tool to viualize the joint limits and save them too a text file. I'd just have to make a skinmesh that represents the joints and although it wouldn't be able to set the actual joint at least it would be visual, as seing the limits would be really helpfull. might work on that tommorow, thanks for the idea.
Being able to align an object with a SkinMesh bone would be fantastic.
As 3DSimulant pointed out it isn't easy to implement because we need to design an user interface to let you specify what bone to use as a reference.
While mouse-picking entire SkinMeshes is possible, picking individual bones isn't supported, not even by the 3Impact engine 3drad is based on.
Other methods not involving mouse picking may be acceptable, but I have no idea at the moment how the design for those could be. Feedback welcome!
As 3DSimulant pointed out it isn't easy to implement because we need to design an user interface to let you specify what bone to use as a reference.
While mouse-picking entire SkinMeshes is possible, picking individual bones isn't supported, not even by the 3Impact engine 3drad is based on.
Other methods not involving mouse picking may be acceptable, but I have no idea at the moment how the design for those could be. Feedback welcome!
should have the tool finnished over the next couple of days. will be finnishing up bone visualization and selection tonight, then onto bone ordering for for ragdolls and visualizing the limits tommorow, though this tool won't allow for ragdoll setup at present it will allow you to set the limits visually and export them for use with 3drad and will save a bunch of time for all of us!(now if joints could have a text file in thier data folder with the limits we wouldn't need to code a thing to set them .I made a little 3Impact bone tool to rip the bone data out of the .x file that the 3drad editor will use to gain extra bone data like bone index,names and scale(to get the scale I just madea 1m skinmesh bone and got the distance from parent bone to child to set the scale, if the bone has no child then it is scaled to half size of it's parent(i.e like foot bone has no child but roughly half the size of the shin).
Edit: Here's a pic, the bone selectors are in!
Edit: Here's a pic, the bone selectors are in!
@Weapon121 , now I just have to save the cheerleader...lol
well half way there, hopefully finnish it by tommorow night(or the day after). this has worked out really well. I used imposter skinmeshes for the bones and useing an algorithm to place the iSpherePicked data along the direction vector of the bone(6spheres per bone) dinamically and 3drad has turned out to be a great environment to do this in . anyway couple more pics...
bones picked in the editor that will be used for joint locations and orientations..
//visual of the imposter selection spheres...
well half way there, hopefully finnish it by tommorow night(or the day after). this has worked out really well. I used imposter skinmeshes for the bones and useing an algorithm to place the iSpherePicked data along the direction vector of the bone(6spheres per bone) dinamically and 3drad has turned out to be a great environment to do this in . anyway couple more pics...
bones picked in the editor that will be used for joint locations and orientations..
//visual of the imposter selection spheres...
Thanks for the kind words people!
production on this tool is going to be extended for to up to a week(might only take a few more days but to be sure no one is waiting). I just fugured out how to allow us to make sphere groups(_.x & __.x) inside the editor and save them as xfiles(why didn't I think of this back in the 3Impact days...dur...it seems so obvious now...lol) so now it will be a ragdoll character tool! though we will still have to wait for an iJointCreate/iJointLimit function(and a way to convert the custom sphere group files to _.spg...I wonder if 3Impact converter would be any use in this) to have an active test before export, but it will export all joint data and rigid body sphere groups for the ragdoll atleast(and save us all many hours on ragdoll creation)! anyway wish me luck!
production on this tool is going to be extended for to up to a week(might only take a few more days but to be sure no one is waiting). I just fugured out how to allow us to make sphere groups(_.x & __.x) inside the editor and save them as xfiles(why didn't I think of this back in the 3Impact days...dur...it seems so obvious now...lol) so now it will be a ragdoll character tool! though we will still have to wait for an iJointCreate/iJointLimit function(and a way to convert the custom sphere group files to _.spg...I wonder if 3Impact converter would be any use in this) to have an active test before export, but it will export all joint data and rigid body sphere groups for the ragdoll atleast(and save us all many hours on ragdoll creation)! anyway wish me luck!