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 Ragdoll 
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Joined: Fri Dec 10, 2010 6:01 pm
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Post Ragdoll
Can be used in the game Ragdoll physics for the people?
it would be more realistic ... or something ...


Fri Dec 10, 2010 6:09 pm
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Data Realms Elite
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Post 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.


Fri Dec 10, 2010 6:18 pm
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Post Re: Ragdoll
I was just an annoying effect when you fall.


Fri Dec 10, 2010 6:44 pm
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Post 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


Fri Dec 10, 2010 7:05 pm
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Post Re: Ragdoll
it
effect when you fall tumbles body and legs remain in place


Fri Dec 10, 2010 7:08 pm
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Post 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.


Fri Dec 10, 2010 7:20 pm
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Post 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.


Fri Dec 10, 2010 7:20 pm
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Post 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.


Fri Dec 10, 2010 7:25 pm
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Post 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.


Fri Dec 10, 2010 11:13 pm
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Post 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.


Fri Dec 10, 2010 11:29 pm
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Post 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?


Sat Dec 11, 2010 8:45 am
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Post Re: Ragdoll
http://i36.tinypic.com/119cp3n.gif
here's what I said


Sat Dec 11, 2010 2:54 pm
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Post Re: Ragdoll
Yeah but that's mostly big things.
Big mechs haven't ever really worked that well.


Sat Dec 11, 2010 2:57 pm
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Post 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.


Wed Dec 15, 2010 3:54 pm
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Post Re: Ragdoll
There are ragdoll physics in B24, The guys dont turn into stompable terrain instantly, they go rolling around for some time!


Wed Dec 15, 2010 8:10 pm
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