Author |
Message |
Dman
Joined: Fri Dec 10, 2010 6:01 pm Posts: 4
|
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 |
|
|
Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
|
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 |
|
|
Dman
Joined: Fri Dec 10, 2010 6:01 pm Posts: 4
|
Re: Ragdoll
I was just an annoying effect when you fall.
|
Fri Dec 10, 2010 6:44 pm |
|
|
trystanr
Joined: Sat Oct 09, 2010 10:01 am Posts: 303 Location: Afrique d' Sud
|
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 |
|
|
Dman
Joined: Fri Dec 10, 2010 6:01 pm Posts: 4
|
Re: Ragdoll
it effect when you fall tumbles body and legs remain in place
|
Fri Dec 10, 2010 7:08 pm |
|
|
killionaire
Joined: Thu Dec 09, 2010 5:22 am Posts: 82
|
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 |
|
|
Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
|
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 |
|
|
killionaire
Joined: Thu Dec 09, 2010 5:22 am Posts: 82
|
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 |
|
|
Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
|
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 |
|
|
Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
|
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 |
|
|
Squeegy Mackpy
Joined: Tue Mar 20, 2007 10:16 am Posts: 186 Location: Australia
|
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 |
|
|
Dman
Joined: Fri Dec 10, 2010 6:01 pm Posts: 4
|
Re: Ragdoll
|
Sat Dec 11, 2010 2:54 pm |
|
|
Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
|
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 |
|
|
Squeegy Mackpy
Joined: Tue Mar 20, 2007 10:16 am Posts: 186 Location: Australia
|
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 |
|
|
trystanr
Joined: Sat Oct 09, 2010 10:01 am Posts: 303 Location: Afrique d' Sud
|
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 |
|
|
|