hello again....
this is another project on ragdoll "animation"....following the same principles with ma bull riding project(no animated skinmeshes, just rigids, forces, springs and timers) to accomplish the character movements...
http://www.youtube.com/watch?v=GdXYiJrZZyk
i don't know if its worth turning into a game yet...you can obviously understand that adjusting and refining forces, dampings and all that, is not a small task but i thing that is far more interesting than animated skinmeshes
i am planning to donate soon, i hope the physX version of rad will help me with the undesired joint behaviour
also thinking about a balancing system. the ragdoll gets a good one in the face, leans back (and makes a few steps back so that he doesn't fall). i,ve been thinking about rigid (sencors) (with EoC's or EoLoc's) that "read" the body lean, to activate the appropriate walk cycle..i did a few test but so far its a complete failure....if you have any ideas, i would love to hear (read) them..
this is another project on ragdoll "animation"....following the same principles with ma bull riding project(no animated skinmeshes, just rigids, forces, springs and timers) to accomplish the character movements...
http://www.youtube.com/watch?v=GdXYiJrZZyk
i don't know if its worth turning into a game yet...you can obviously understand that adjusting and refining forces, dampings and all that, is not a small task but i thing that is far more interesting than animated skinmeshes
i am planning to donate soon, i hope the physX version of rad will help me with the undesired joint behaviour
also thinking about a balancing system. the ragdoll gets a good one in the face, leans back (and makes a few steps back so that he doesn't fall). i,ve been thinking about rigid (sencors) (with EoC's or EoLoc's) that "read" the body lean, to activate the appropriate walk cycle..i did a few test but so far its a complete failure....if you have any ideas, i would love to hear (read) them..