hallo everybody,
...first of all thanx for the positive feedback and the interest...
since i've been asked to share my projects, there is some thoughts i would like to share too...
i have played a lot with 'animation' on ragsolls, u see it on ma tests , and i have more projects based on these principles. Basically i have tried putting ragdoll on many possible (game orientated) situations...ragdolls on bulls, motorbikes, driving cars, wagons, AVT 4wheelers, FPS, boxing, in the near future you 'll see some of it...Among other tests, i wanted to answer the question on whether its worthy for someone to prototype/complete a game
using these techniques... just because i find skinmesh animations boring (eg moves, punches are always the same). My tests have a great amount of realism on movements, but the challenges on creating an action game (not just a pathetic ragdoll getting the torture) are HUGE...
...to bo more clear lets focus on the RAGBOTS... the walk cycle is incorrect (not always moving straight when WALK is pressed, if walk and try to turn at the same time, 50% chances that will fall over, no guarantee that the punch will succeed)...What you saw in my video is FRAPS captures after adding or changing
an action...(i always record the first runs, they are usually unsuccessful but funny)... many things can/will be improved, but i still doubt on whether someone can produce a proper action game using this path...
...something else: if u look at lets say FPS games... the character physics are unreal (hero moves very fast, stops instantly...) but maybe thats the fun of it...
...so the answer so far is that the best way to achieve what i am looking for (action+natural movements), is an Edorphin like system, or in 3dRad words: the ability to have a constant mix of bone animation WITH ragdoll physics (and i really hope that i'll see on the donation board soon :-))....
...so to everyone who wants to mess with my project:
1) i still believe that so far, skinmesh animation will serve you better than trying to do the same with ragdolls, and development will be MUCH MUCH FASTER!!! I dont think that my tests are a solution if you can't produce skinmesh anims.
2) i consider my project failed (even though i don't give up, and starting the 2456357294856 rebuilt, GREATLY GAME ORIENTATED, with fewer objects, and a structure that will make it 'easy' to merge new ragbot characters in the future) ...(i know i am a mazo..)
3) DONT trust my scripting (i am an architect-hardcore hidh detailed or low poly modeler, i just did a bit of scripting after i discovered RAD (funny:i ve done some cool(for my experience) scripts (like a successful spaceship enemy AI),but i still don't understand the iInitializing thing...))
4) DONT trust the project, everything it wrong, you can ONLY see the (working) logic behind lets say the walk sequence...
5) the story behind the punch sequence is that you press c to charge, and release to punch...(and walk sequence is wrong:a leg should not be on the air if the other is not touching the ground)..
6) goog luck and pliz let me know if/when you do something succeful with it...