rag doll physics

Developer discussion of experimental fixes, changes, and improvements.

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Postby tundramagi » Sun May 31, 2009 2:38 am

Morphed wrote:
The best you can really hope for is rigid-body physics at death (the new Sven Coop incorporates this rather well). Ragdoll would be impossible without individual control of limbs, which the current Nexuiz model format does not support.


im not sure if its models fault, its skeletal model format, so maybe only engine doesn't support it

that reminds me that we don't have control over individual limbs :). Mizu Kitsune if you could add option to rotate bone and don't break animation from quakec, it would be much more cool than ragdolls, we could have up/down aim animation , and procedural shot/pain animations (no more sliding when shoting mg) :)


Could we shoot off arms with automatic weapons fire (like a knife, but with bullets (boom boom boom boom boom boom boom boom boom boom boom boom boom boom boom boom (SPPPALLLTTEee!!111))
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Postby Mizu Kitsune » Sun May 31, 2009 2:42 am

i would first make 1 combined ref.smd then a seperate ref for each limb and the animation of each limb seperate from each other. this would also allow skin mods ingame like morphing leg and arm size, and would be easier to ragdoll.
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Postby tundramagi » Sun May 31, 2009 2:54 am

Mizu Kitsune wrote:i would first make 1 combined ref.smd then a seperate ref for each limb and the animation of each limb seperate from each other. this would also allow skin mods ingame like morphing leg and arm size, and would be easier to ragdoll.


Yea but no one else will do that.
Could we have a way to seperate a model into pieces along vertex rings?
IE: if the bullets go through area X, area X+ seperates from area X- and the triangles that don't exist between the 2 are created by the engine and then textured using the gib (bloody) texture?

If that could be done then players and bots could even be sliced into diced cubes (kinda) by laser grids :P.
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Postby Mizu Kitsune » Sun May 31, 2009 2:57 am

thats sorta what i had in mind, though better. that might work. but, how would we render the indivisual triangles for it?
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Postby tundramagi » Sun May 31, 2009 4:09 am

Mizu Kitsune wrote:thats sorta what i had in mind, though better. that might work. but, how would we render the indivisual triangles for it?


Connect the "cut" vertexes: blender does this and it makes a surface you can throw a texture on. The surface is triangle, upsidown triangle, triangle etc. If you can't figure out what side is "outside" (it should beable to be found", then just texture both sides (shouldn't be necessassary though.)

(Though, ofcourse, this would be done in darkplaces engine)

Basically I would think that what would happen is that the full model would be removed, then the new generated models would be swapped in immediatly, etc. Or, the 1st generated piece would inherit the in dp-memory "file discriptor" of the model, and then for each needed new piece another would be added.
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Postby Mizu Kitsune » Sun May 31, 2009 4:19 am

oh. i don't like blender. i use primarily ms3d.
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Postby Flying Steel » Sun May 31, 2009 4:20 am

tundramagi wrote:
Mizu Kitsune wrote:i would first make 1 combined ref.smd then a seperate ref for each limb and the animation of each limb seperate from each other. this would also allow skin mods ingame like morphing leg and arm size, and would be easier to ragdoll.


Yea but no one else will do that.
Could we have a way to seperate a model into pieces along vertex rings?
IE: if the bullets go through area X, area X+ seperates from area X- and the triangles that don't exist between the 2 are created by the engine and then textured using the gib (bloody) texture?

If that could be done then players and bots could even be sliced into diced cubes (kinda) by laser grids :P.


The problem with that technique on its own is that you could look through the dismembered arms and legs in the part of the mesh where they broke off, unless the engine dynamically filled them in with polygons (that had normals facing correctly too) and applied a blood and gore texture to them.

So it would probably be alot easier to just model the limbs and such for each character model's content 'pack'. Then if you want it to look extra nice, when that character dies, each dismembered limb model is spawned according to where the bone was that it is associated with and then blown out in every direction with a spray of blood particles. Basically like gibs currently do, only with bone-based spawning points so it looks more real- you basically see the character starting as a whole, blow into pieces seamlessly. :twisted:
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Postby Mizu Kitsune » Sun May 31, 2009 4:25 am

thats a good point. blood particles can be spawned at predefined ref point, and i believe maya has a ragdoll smd export for css, maybe that can be incorporated.
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Postby tundramagi » Sun May 31, 2009 4:35 am

Mizu Kitsune wrote:thats a good point. blood particles can be spawned at predefined ref point, and i believe maya has a ragdoll smd export for css, maybe that can be incorporated.


Well for it to actually work in an OSS project (and not be forgotten next release) it all has to be generated in the engine, not by art/predefined etc. I think that could be done: you can manipulate anything in memory (the engine IS drawing triangles, it isn't sending bla.md3 to the videocard :P).
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Postby Mizu Kitsune » Sun May 31, 2009 4:40 am

its sending what drawn to the video card, i.e. the models, maps, and bitmaps. the qc and models would be in the next releases dataxxx.pk3 file.
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