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#1 |
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Registered User
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question for biped and reactor
short and simple. how do animate a rag-doll constrained biped so it can walk (usingi foot step animations in CS).
wheni do this there are typically two outcomes. 1. the biped just kinda falls down and breakdances on the floor. (kinda cool but not exactully what im looking for) (max 7) 2. the biped kinda walks, but walks like it is quite drunk. and eventully it falls over. (again.. kidna cool but not what im looking for). (max 6) what im looking for is to create a biped and intigrate it with reactor so i can have it interact with some objects i placed there. thanks.
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lost, looking for the realworld Last edited by Acidic Summer; 28-01-2005 at 03:37 AM.. |
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#2 |
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Registered User
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I never used ragdoll, but here are some possible solutions:
- the logical way to do it is to simulate only what has to be simulated. for instance if your character is walking and falls down the stairs, only start the simulation when he has to fall. on the utilities panel > reactor > preview and animation, you can set the start and end time for the simulation. - you can make his bones inactive, this way they will only become part of the simulation once a collision is detected. this will be a problem during a walk of course, as your feet become simulated objects as soon as they touch the ground. but this can be usefull if you want other things to be simulated while he is doing his animation. - during the animation, remove his bones from the rigid body collection. this again is for when you want other things to simulate while he is doing his animation. and then when he falls, or get's hit by a truck, start a new simulation there, with the bones added to the collection. I guess it's all about simulating in partitions, and changing the properties of the objects in between. anyway, hope his rant gave you some ideas on how to fix your problem ![]() |
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#3 |
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Registered User
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thank you.. ill give it a try and see what happens.
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lost, looking for the realworld |
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