Ragdoll with 2.0

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Ragdoll with 2.0

Postby mlfarrell » Fri Aug 27, 2010 5:11 pm

I'm interested in the following scenario. Being that ragdoll's are deprecated in 2.0, how would I go about constructing this situation:

shooting a ragdoll head first out of a canon by applying an impulse to the head only and having it fly out at a reasonably predictable arc.

so first: how do I make a ragdoll in 2.0
second: how do I shoot it out of a canon in a predictable way, will the impulse work? I suppose I could set the model inside the canon in the exact same initial configuration and suspend gravity until just when the impulse is applied.
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Re: Ragdoll with 2.0

Postby Julio Jerez » Fri Aug 27, 2010 5:31 pm

Ragdolls are not deprecated, wher are you getting thei idea form.
They are dealayed until I get the file format in.

it is too diffcult must user to put Ragdoll together.
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Re: Ragdoll with 2.0

Postby mlfarrell » Fri Aug 27, 2010 5:38 pm

http://newtondynamics.com/wiki/index.ph ... ateRagDoll

(listed as deprecated at the top).

Do you have a link to some ragdoll tutorial code that would work under 2.0 and will easily convert to iNewton (iphone)?
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Re: Ragdoll with 2.0

Postby Stucuk » Fri Aug 27, 2010 6:08 pm

The ragdolls were moved over to the Joint Library, so there based off the Custom Joints. I assume they work, don't know if anyone has used them in 2.0 .

sdk\dCustomJoints\CustomRagDoll.(cpp/h)
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Re: Ragdoll with 2.0

Postby Julio Jerez » Fri Aug 27, 2010 6:27 pm

The joint works, but the asset do not.
I am hopping thsi week end I make enoght progress to post a new build with some on teh demos back woking again.
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Re: Ragdoll with 2.0

Postby mlfarrell » Fri Aug 27, 2010 6:48 pm

Julio:

this would be excellent. Having a 2.0 ragdoll demo also with ragdoll support in iNewton for iphone would be a huge help.

As a thank you when its ready, you can add to your iPhone sdk demos with my Xcode 3.2 project containing a revamped iPad demo that loads entities from complex .obj files instead of .dat, supports generation of newton spheres and collision trees in CollisionShapeUtil, and performs proper FPS throttling in the render callback :D

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