Search found 34 matches
- Fri Oct 04, 2013 6:36 pm
- Forum: Questions and Help
- Topic: Ragdoll center of gravity
- Replies: 8
- Views: 9387
Re: Ragdoll center of gravity
... I found working damping and stiffnes values but in the end I want it more "dynamic" now its really more like a doll on a stick. I think I'm going with the "real physics" aproach. I managed to get some quick and dirty sideways balancing code working, but I think a neural netwo...
- Thu Oct 03, 2013 4:05 pm
- Forum: Questions and Help
- Topic: Ragdoll center of gravity
- Replies: 8
- Views: 9387
Re: Ragdoll center of gravity
I now attached a SingleEntityAngularMotor to the ragdoll body for rotation and a SingleEntityLinearMotor for movement. The thing is when I move the ragdoll with he linearMotor it does not reach the goal in a straight line. Its like gravity is pushing it down on its way to the goal and on finish it f...
- Wed Oct 02, 2013 6:11 pm
- Forum: Questions and Help
- Topic: Ragdoll center of gravity
- Replies: 8
- Views: 9387
Re: Ragdoll center of gravity
hmm I took a look at the documentation about constraints but didn't figure out yet which one would be best suiteable to keep the ragdoll in place, something like a teleskop stick which can could be made shorter or longer with a ballsocket joint on top which is connected to the center of mass of the ...
- Tue Oct 01, 2013 9:40 pm
- Forum: Questions and Help
- Topic: Ragdoll center of gravity
- Replies: 8
- Views: 9387
Re: Ragdoll center of gravity
Thanks a lot Norbo! Yeah I thought that "real" autobalancing will be very tricky, too. The dedicated constraint thing might be the answer. The overall goal fo the project is to build a fighting simulation like toribash but a lot easier and improved. Imagine u have a cool robot like fighter...
- Tue Oct 01, 2013 8:44 pm
- Forum: Questions and Help
- Topic: Ragdoll center of gravity
- Replies: 8
- Views: 9387
Ragdoll center of gravity
Hi there, what I want wo achive is a "controlable" ragdoll which autobalances itself. Controlable in a way so that I can move the ragdolls limbs by setting a goal on a motor assigned to a joint to rotate or raise its arms, legs... So far thats working BUT the hard work starts now, the auto...
- Mon Sep 30, 2013 8:21 pm
- Forum: Questions and Help
- Topic: Ragdoll wobbeling
- Replies: 7
- Views: 6873
Re: Ragdoll wobbeling
Problem is gone after your update in sharpdx fork, thanks a lot!!!
- Mon Sep 30, 2013 8:14 pm
- Forum: Questions and Help
- Topic: Ragdoll wobbeling
- Replies: 7
- Views: 6873
Re: Ragdoll wobbeling
Thanks Norbo,
by latest dependency free version you mean the current sourcecode of the standard bepuphysics 1.2 Version located here : http://bepuphysics.codeplex.com/SourceControl/latest ?
by latest dependency free version you mean the current sourcecode of the standard bepuphysics 1.2 Version located here : http://bepuphysics.codeplex.com/SourceControl/latest ?
- Mon Sep 30, 2013 6:58 pm
- Forum: Questions and Help
- Topic: Ragdoll wobbeling
- Replies: 7
- Views: 6873
Re: Ragdoll wobbeling
think I found it, it does not happen when I update the space with space.Update() and not using space.Update(deltaTime);
- Mon Sep 30, 2013 6:51 pm
- Forum: Questions and Help
- Topic: Ragdoll wobbeling
- Replies: 7
- Views: 6873
Re: Ragdoll wobbeling
i use the latest sharpdx fork compiled against latest sharpdx.dll and unsigned
- Mon Sep 30, 2013 4:02 pm
- Forum: Questions and Help
- Topic: Ragdoll wobbeling
- Replies: 7
- Views: 6873
Ragdoll wobbeling
Hi, I stated playing with ragdolls I set one up based on the actionfiguredemo and unfortunateguydemo but I put the angularmotors of the joints into servo mode to make the limbs controllable by setting a goal, now when the ragdoll tips over and falls onto the ground it starts wobbeling and shaking, t...
- Thu Sep 02, 2010 11:21 pm
- Forum: Questions and Help
- Topic: Question about RevoluteJoint
- Replies: 5
- Views: 6831
Re: Question about RevoluteJoint
I tried changing the RevoluteJoint : turretJoint = new RevoluteJoint(modelVehicle.Body, modelTurretBody, turretRotationPoint, modelVehicle.Body.OrientationMatrix.Up); but still the same effect as : turretJoint = new RevoluteJoint(modelVehicle.Body, modelTurretBody, turretRotationPoint, Vector3.Up);
- Thu Sep 02, 2010 7:37 pm
- Forum: Questions and Help
- Topic: Question about RevoluteJoint
- Replies: 5
- Views: 6831
Re: Question about RevoluteJoint
...i forgot the servor motor isn't working at all if i don't set a maximumforce and basecorrectionspeed etc.
- Thu Sep 02, 2010 7:35 pm
- Forum: Questions and Help
- Topic: Question about RevoluteJoint
- Replies: 5
- Views: 6831
Re: Question about RevoluteJoint
my setup looks like this (nothing really different from yours) : modelMatrix = (Matrix.CreateRotationX(MathHelper.ToRadians(modelRotation.X)) * Matrix.CreateRotationY(MathHelper.ToRadians(modelRotation.Y)) * Matrix.CreateRotationZ(MathHelper.ToRadians(modelRotation.Z))) * Matrix.CreateTranslation(mo...
- Thu Sep 02, 2010 2:12 pm
- Forum: Questions and Help
- Topic: Question about RevoluteJoint
- Replies: 5
- Views: 6831
Question about RevoluteJoint
Hi, I want try to use a RevoluteJoint with ServoMechanism Motor to connect a tank-vehicle with its turret. So far so good, I got it positioned right, and its rotation is restricted to the up vector. But the turrets orientation is not aligned to the vehicle chassis. When the chassis is inclined to an...
- Thu Aug 26, 2010 3:47 pm
- Forum: Questions and Help
- Topic: position and orientation of objects in compound body
- Replies: 1
- Views: 2977
position and orientation of objects in compound body
Hi, i got some difficulties with compoundbody. I create a tank vehicle, the vehicle body is a compoundobject with the tanks body as convexhull. That works so far, now i want to add a tank turret, which shall be rotateable on the tanks body. I want to place the turret on top of the body but it gets a...