Search found 20 matches

by r2d2Proton
Mon Jun 06, 2011 12:46 am
Forum: Questions and Help
Topic: Skinned Ragdoll Content Processor
Replies: 27
Views: 16396

Re: Skinned Ragdoll Content Processor

With any luck I'll post an image later. . . Again, thank you so much for all your help. I hope we can get something up on Creators Club over the summer to demo both our work ;)
by r2d2Proton
Mon Jun 06, 2011 12:40 am
Forum: Questions and Help
Topic: Skinned Ragdoll Content Processor
Replies: 27
Views: 16396

Re: Skinned Ragdoll Content Processor

A lot better now :D BEPU.jpg So, I should be able to go through all my joints, create the capsules in the same manner as described above, and place the joints right at the intersection points. Correct? I will switch to different joints, and loosen up the constraints once I get a full body correctly ...
by r2d2Proton
Mon Jun 06, 2011 12:33 am
Forum: Questions and Help
Topic: Skinned Ragdoll Content Processor
Replies: 27
Views: 16396

Re: Skinned Ragdoll Content Processor

That effect file fixed it. I'll perform a few more tests. . .
by r2d2Proton
Mon Jun 06, 2011 12:20 am
Forum: Questions and Help
Topic: Skinned Ragdoll Content Processor
Replies: 27
Views: 16396

Re: Skinned Ragdoll Content Processor

Thank you for your help Norbo. Now I'm getting a runtime error in the ModelDisplayObjectBatch::Draw method. I rebuilt the solution for the physics DLL's and copied them to the modified Ragdoll example. Am I missing something? It's erroring out on the worldTransformsParameter.SetValue(worldTransforms...
by r2d2Proton
Sun Jun 05, 2011 11:53 pm
Forum: Questions and Help
Topic: Skinned Ragdoll Content Processor
Replies: 27
Views: 16396

Re: Skinned Ragdoll Content Processor

Should this be aligned along the X-axis then: sk.bone = new Capsule( new Vector3(0.0f, 0.0f, 0.0f), new Vector3(4.0f, 0.0f, 0.0f), sk.radius, mass); BEPU.jpg It seems like the only way to do so is by using the WorldTransform = Matrix.CreateRotationZ(MathHelper.PiOver2);
by r2d2Proton
Sun Jun 05, 2011 11:38 pm
Forum: Questions and Help
Topic: Skinned Ragdoll Content Processor
Replies: 27
Views: 16396

Re: Skinned Ragdoll Content Processor

What I think I should be doing, but not entirely clear with though, is positioning the Capsules "position" to the mid-point of the two bones. Is this correct? If so, then I would suspect something similar to the following: delta = Vector3.Zero; delta.X += sk.length / 2.0f; sk.bone = new Ca...
by r2d2Proton
Sun Jun 05, 2011 11:00 pm
Forum: Questions and Help
Topic: Skinned Ragdoll Content Processor
Replies: 27
Views: 16396

Re: Skinned Ragdoll Content Processor

Here is just one bone with a world transform of:

Matrix modelWorld = Matrix.CreateRotationZ(MathHelper.PiOver2);
:
sk.bone.WorldTransform = modelWorld;
by r2d2Proton
Sun Jun 05, 2011 10:50 pm
Forum: Questions and Help
Topic: Skinned Ragdoll Content Processor
Replies: 27
Views: 16396

Re: Skinned Ragdoll Content Processor

-BallSocketJoint anchor location is not placed at a logical joint location, so everything turns out goofy. Shouldn't the joints be at the same location as they are specified in Maya? I've shortened both the length and the radius of the capsules but the results were rather wild. The first bone shoul...
by r2d2Proton
Sun Jun 05, 2011 9:32 pm
Forum: Questions and Help
Topic: Skinned Ragdoll Content Processor
Replies: 27
Views: 16396

Re: Skinned Ragdoll Content Processor

I sent it. Thanks.
by r2d2Proton
Sun Jun 05, 2011 8:31 pm
Forum: Questions and Help
Topic: Skinned Ragdoll Content Processor
Replies: 27
Views: 16396

Re: Skinned Ragdoll Content Processor

Norbo, would you be willing to take a look at a modified Ragdoll demo? In Maya we created a three joint, two bone model. It's really quite simple but I don't understand what's going on with my setup. I read the Entity data from a text file, and the CollisionRules from another text file. Heck, I even...
by r2d2Proton
Fri Jun 03, 2011 1:39 am
Forum: Questions and Help
Topic: Skinned Ragdoll Content Processor
Replies: 27
Views: 16396

Re: Skinned Ragdoll Content Processor

Thanks Norbo. That makes sense. I'm hoping to work on this later tonight, but if not then I'll work on it this Saturday. This has been a thorn in my side for some time. I'm really hoping to get realistic collision detection working again, with the ability to switch to ragdoll physics on demand. The ...
by r2d2Proton
Fri Jun 03, 2011 12:08 am
Forum: Questions and Help
Topic: Skinned Ragdoll Content Processor
Replies: 27
Views: 16396

Re: Skinned Ragdoll Content Processor

By this I mean there could be metadata that actually defines the shapes separately from animation bones. E.g. a sphere of X radius for the head, capsules for the arm components, a couple of boxes for the torso. This is exactly what I've been setting up. The collision rules, like the shapes, could b...
by r2d2Proton
Wed Jun 01, 2011 11:35 pm
Forum: Questions and Help
Topic: Skinned Ragdoll Content Processor
Replies: 27
Views: 16396

Re: Skinned Ragdoll Content Processor

Well, I am now able to write the information I want from Maya using MEL. With that said though, I do have a couple of dumb questions - Norbo would you please expand on the below items, perhaps provide an example of what you mean? -The physics rig could define the shapes of entities rather than relyi...
by r2d2Proton
Mon May 30, 2011 6:16 pm
Forum: Questions and Help
Topic: Skinned Ragdoll Content Processor
Replies: 27
Views: 16396

Re: Skinned Ragdoll Content Processor

Thank you for the thoughtful response Norbo. We are using a separate rig for the physics engine, and as you noted below, it is simplified to meet the model's needs. I'm looking at exporting the skeletal information from Maya now using a script, and it appears that the Maya constraints should be acce...
by r2d2Proton
Mon May 30, 2011 4:44 pm
Forum: Questions and Help
Topic: Skinned Ragdoll Content Processor
Replies: 27
Views: 16396

Skinned Ragdoll Content Processor

Hello Norbo (and everyone else) It's been a while since I've had the opportunity to work with XNA and BEPU. I recently upgraded some projects to VS2010 and XNA 4, so I am slowly catching up. Anyway, as the title states, my goal is to create a Content Processor that works with Maya generated FBX file...