Search found 20 matches

by reeda1283
Fri Nov 16, 2012 7:26 pm
Forum: Questions and Help
Topic: Ragdoll and Model Transform Issues
Replies: 15
Views: 13739

Re: Ragdoll and Model Transform Issues

That was a HUGELY helpful post, and I hope others that have are trying to make ragdolls (and suck at matrix math) get a chance to read it. My problem definitely had to do with switching spaces, and the way in which I was calculating the initial offset. I still have some tweaks to make in initial ali...
by reeda1283
Thu Nov 15, 2012 3:17 am
Forum: Questions and Help
Topic: Ragdoll and Model Transform Issues
Replies: 15
Views: 13739

Re: Ragdoll and Model Transform Issues

Since I STILL can't seem to figure this out on my own, below is a simpler recap of what I'm doing. Hopefully someone will have an idea where I may be misstepping from this more boiled down process. First, I grab the offsets of key bones of my model to their associated physics entities at initializat...
by reeda1283
Tue Nov 13, 2012 12:16 am
Forum: Questions and Help
Topic: RevoluteJoints and Limits for Ragdoll
Replies: 2
Views: 3346

Re: RevoluteJoints and Limits for Ragdoll

Ahh thanks Norbo. I thought I had read that both the motor and limit were ACTIVE by default and never thought twice about it. That code was copy-pasted during a session of endless tweaking of the numbers to see if I could get anything to work. Setting the limit to active resolved pretty much everyth...
by reeda1283
Mon Nov 12, 2012 3:24 am
Forum: Questions and Help
Topic: RevoluteJoints and Limits for Ragdoll
Replies: 2
Views: 3346

RevoluteJoints and Limits for Ragdoll

Hi again, I am now trying to improve my skeleton so that it behaves more like a real human skeleton, and one of my first steps is trying to use revolute joints for the elbows and knees. I have managed to get knee joints working with the joint rotating around the proper axis, however I have not been ...
by reeda1283
Wed Nov 07, 2012 7:25 pm
Forum: Questions and Help
Topic: Ragdoll and Model Transform Issues
Replies: 15
Views: 13739

Re: Ragdoll and Model Transform Issues

Soooo, I made some progress, but am struggling with the last (and possibly most important) item of getting the bones to properly match the entities. Since I have kind of gotten crickets over on GameDev, maybe you could have a look? http://www.gamedev.net/topic/633962-ragdoll-physics-rendering-issues/
by reeda1283
Mon Nov 05, 2012 7:43 pm
Forum: Questions and Help
Topic: Ragdoll and Model Transform Issues
Replies: 15
Views: 13739

Re: Ragdoll and Model Transform Issues

Cool, I just did that. This whole situation is hurting my brain!
by reeda1283
Mon Nov 05, 2012 5:54 pm
Forum: Questions and Help
Topic: Ragdoll and Model Transform Issues
Replies: 15
Views: 13739

Re: Ragdoll and Model Transform Issues

Ok, so as far as getting bones to map to entities, I have actually figured this out, and was able to use the technique employed by the XNA to sorta get things working. However, I still have a slew of issues. I can take these over to the GameDev forums if you feel they are too non-BEPU related. 1. Li...
by reeda1283
Wed Oct 31, 2012 12:26 am
Forum: Questions and Help
Topic: Ragdoll and Model Transform Issues
Replies: 15
Views: 13739

Re: Ragdoll and Model Transform Issues

I feel I might be a victim (or benefactor) of the old adage:

"Give a man a fish and you feed him for a day. Give a man a fish and you feed him for a lifetime." :)

It would be awesome if you could point out my failings though.
by reeda1283
Wed Oct 31, 2012 12:02 am
Forum: Questions and Help
Topic: Ragdoll and Model Transform Issues
Replies: 15
Views: 13739

Re: Ragdoll and Model Transform Issues

OK, I think I see where I may be missing a step: 1) Compute the current world transform of the graphical bone in actor space. So, I guess this means if I just take the model's Bones["head"].Transform, that is NOT actually in actor space (sheesh I should know this for how much work I've don...
by reeda1283
Tue Oct 30, 2012 10:06 pm
Forum: Questions and Help
Topic: Ragdoll and Model Transform Issues
Replies: 15
Views: 13739

Re: Ragdoll and Model Transform Issues

Yea, I typically don't post unless I'm getting to my wits end :) I guess a simpler question would be, does the below approach make sense? In ragdoll setup: 1. Create Head entity at Local Transform of the model's head bone. 2. Multiply new entity's transform by the world transform of the actor to get...
by reeda1283
Tue Oct 30, 2012 5:30 pm
Forum: Questions and Help
Topic: Ragdoll and Model Transform Issues
Replies: 15
Views: 13739

Ragdoll and Model Transform Issues

Hi, so here is what I do to try and make sure my model matches the Ragdoll I have created (which I can see is being created and reacting to the world properly). I'll use the head as an example, as that is where I "begin" creating my ragdoll entities: Entity head = new Sphere(model.Bones[&q...
by reeda1283
Wed Jan 11, 2012 7:00 am
Forum: Questions and Help
Topic: (Model) Rotation with an Offset
Replies: 4
Views: 8433

Re: (Model) Rotation with an Offset

Hey Norbo,
As always, thanks for the insight. Your answer not only solved my problem, but gave me a much better idea how Matrices work in general.

Thanks again for your awesome support of your awesome engine.
by reeda1283
Sun Jan 08, 2012 5:36 pm
Forum: Questions and Help
Topic: (Model) Rotation with an Offset
Replies: 4
Views: 8433

(Model) Rotation with an Offset

Hi again Norbo:) I am in need of some help, but I fear it may involve a greater understanding of linear algebra than I currently have. This is what I am trying to do: 1. Take an object (from a transformable shape, specifically) with an offset AND rotation (rotation is handled by the BEPU entity). 2....
by reeda1283
Sat Jan 07, 2012 12:50 am
Forum: Questions and Help
Topic: Find Vertex From Raycast (on StaticMesh)?
Replies: 2
Views: 3963

Find Vertex From Raycast (on StaticMesh)?

What would be the easiest way to find the closest vertex to an intersection point on a mesh (specifically a StaticMesh)?

I am trying to implement terrain modification, and need to know "where" on the mesh I should be operating.