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Ragdoll
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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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