Skeletal animation editor(and ragdoll of course)

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Skeletal animation editor(and ragdoll of course)

Postby leblebi » Tue Nov 08, 2005 5:59 pm

Here is the skeletal animator ragdoll rigger that I've working on for a while now.

http://www.geocities.com/newtonluver/

Load the sample (data/models/player) and hit Ctrl-Enter to see immediate action.

You can change the starting pose by modifying the joints in keyframe edit mode. Set the mass of a joint to zero to remove its rigid body/physical joint.

Thanks to custom joints we have proper pin direction and true twist limits. I'm planning to add various rigid body types (including convex hull) in the next iteration.

Remember, this thing is 80% keyframe animator 20% ragdoll rigger. So it may feel weird. It has features such as animation blending, multiple weights per vertex etc.

Please let me know your comments and suggestions.
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Postby walaber » Tue Nov 08, 2005 6:23 pm

looks like a very impressive program! from just playing around for a few minutes I can see you have put a lot of work into a very impressive tool.

what format are these models? is this for a specific game engine?
Independent game developer of (mostly) physics-based games. Creator of "JellyCar" and lead designer of "Where's My Water?"
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Postby leblebi » Wed Nov 09, 2005 11:57 am

Thanks for nice words.

It uses custom formats for meshes for a custom engine. I'm currently in the process of integrating the ragdolls to the engine. Turned out to be much easier than I thought =). Hopefully a playable demo is coming soon.
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Postby Aphex » Wed Nov 09, 2005 4:49 pm

yep - looks like a pro tool from the screenie!
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Postby metalmariobros » Fri Nov 25, 2005 11:08 pm

I can't get to it. :evil:
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Postby jay » Mon Nov 28, 2005 2:02 am

leblebi sen turkmusun? nerdensin? merak ettim, good to see another newton turk:)
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Postby Mike » Sat Dec 17, 2005 3:10 pm

Wow great stuff! I was writing a program like this for my own physics engine but now I want to see if Newton will be better for my needs.
Can we use this tool? It would be great if you would post some code on how to load your custom file format?
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Postby Game_Genius » Mon Dec 26, 2005 3:51 pm

Is this compatable with Dark BasicPro? :?:
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Postby danharibo » Mon Apr 17, 2006 2:13 pm

:mrgreen: how do you make models for this frmat?
if(bored==true)
self->sleep();
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