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Ragdoll http://45.55.195.193/viewtopic.php?f=4&t=20502 |
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Author: | Dman [ Fri Dec 10, 2010 6:09 pm ] |
Post subject: | Ragdoll |
Can be used in the game Ragdoll physics for the people? it would be more realistic ... or something ... |
Author: | Roast Veg [ Fri Dec 10, 2010 6:18 pm ] |
Post subject: | Re: Ragdoll |
Uh... do you mean can ragdoll physics be implemented in CC? They kinda already are, watch what happens when someone gets their head blown off. |
Author: | Dman [ Fri Dec 10, 2010 6:44 pm ] |
Post subject: | Re: Ragdoll |
I was just an annoying effect when you fall. |
Author: | trystanr [ Fri Dec 10, 2010 7:05 pm ] |
Post subject: | Re: Ragdoll |
Dman wrote: I was just an annoying effect when you fall. I was just? You were an annoying effect? Which are you? A flash or a light |
Author: | Dman [ Fri Dec 10, 2010 7:08 pm ] |
Post subject: | Re: Ragdoll |
it effect when you fall tumbles body and legs remain in place |
Author: | killionaire [ Fri Dec 10, 2010 7:20 pm ] |
Post subject: | Re: Ragdoll |
Yeah.. when you shoot heads off with enough force, that weird effect occurs where their torsos tumble around with their leg(s) remaining horizontal, more so in low gravity. I think what he was asking for is more realistic ragdoll physics. Like, something that isn't that. |
Author: | Areku [ Fri Dec 10, 2010 7:20 pm ] |
Post subject: | Re: Ragdoll |
Oh lookie, it seems D*man has returned. If I'm wrong, of course, then I'll just answer your question: CC just doesn't work that way. Joints are not coded to transfer rotation properly, so ragdolling is nigh impossible. |
Author: | killionaire [ Fri Dec 10, 2010 7:25 pm ] |
Post subject: | Re: Ragdoll |
This answer actually makes sense.. Now that I think about it.. Yeah, I've never seen arms and legs rotate, even when it would make sense to.. I need to try this out and see how my clones react to revolver cannon shots to the face. |
Author: | Azukki [ Fri Dec 10, 2010 11:13 pm ] |
Post subject: | Re: Ragdoll |
Knees and elbows are pretty much just graphical in CC, so that's why ragdolls aren't really feasible. Look at their sprites to see what I mean. If arms and legs were actually treated as two segments, ragdolls could be implemented, but I would wager a guess that Data's not interested in that kind of overhaul at this point in game development. |
Author: | Lizardheim [ Fri Dec 10, 2010 11:29 pm ] |
Post subject: | Re: Ragdoll |
Wouldn't be too much of a hassle though, just changing the parts between the hand and the shoulder, that length wouldn't change I guess. |
Author: | Squeegy Mackpy [ Sat Dec 11, 2010 8:45 am ] |
Post subject: | Re: Ragdoll |
I'm pretty sure I saw leg and arm angles orienting correctly with the body mentioned in the big to-do list posted a while back, so it's likely legs will eventually point in the right direction. Maybe even in B24? |
Author: | Dman [ Sat Dec 11, 2010 2:54 pm ] |
Post subject: | Re: Ragdoll |
http://i36.tinypic.com/119cp3n.gif here's what I said |
Author: | Lizardheim [ Sat Dec 11, 2010 2:57 pm ] |
Post subject: | Re: Ragdoll |
Yeah but that's mostly big things. Big mechs haven't ever really worked that well. |
Author: | Squeegy Mackpy [ Wed Dec 15, 2010 3:54 pm ] |
Post subject: | Re: Ragdoll |
Squeegy Mackpy wrote: I'm pretty sure I saw leg and arm angles orienting correctly with the body mentioned in the big to-do list posted a while back, so it's likely legs will eventually point in the right direction. Maybe even in B24? Oh cool I was right. Enjoy your flailing legs. |
Author: | trystanr [ Wed Dec 15, 2010 8:10 pm ] |
Post subject: | Re: Ragdoll |
There are ragdoll physics in B24, The guys dont turn into stompable terrain instantly, they go rolling around for some time! |
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