Help me in physics for animated model !

Discuss any questions about BEPUphysics or problems encountered.
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huyetsat
Posts: 4
Joined: Sat Jul 02, 2011 4:09 am

Help me in physics for animated model !

Post by huyetsat »

I used your engine and I enjoyed it. but I have a problem. that I do not know how to apply physics in a model with animation (I know how to use this animated model in nine engine, you can find it here:nine.codeplex.com)

We hope you can help me at this stage, I sincerely thank you. I send you the source code that I've done in XNAPLus your project, thisproject is a completely free game for development community in my country. You can see my work at the site xnavn.com.

If you do a physical space have animation with model animation is so good, if not the physical space should not have animated the model, I just want to have a physical space in accordance with the design of the model to add it to the space object

thank you for reading my topic

link down my project: http://www.mediafire.com/?gre7q8fi0ckay2e
Norbo
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Posts: 4929
Joined: Tue Jul 04, 2006 4:45 am

Re: Help me in physics for animated model !

Post by Norbo »

Sorry, I don't understand the specific question, so here's a scattershot bunch of possible answers:

-If you just want a simple bounding shape around your character that can be used for moving around the environment, then you need a character controller. I'd recommend looking into the SimpleCharacterController in the BEPUphysicsDemos project, which is available in the main source download: http://bepuphysics.codeplex.com/SourceC ... changesets

-If you want a ragdoll, check out the RagdollDemo: http://bepuphysics.codeplex.com/wikipag ... umentation

More information about constructing physical representations of skeletons can be found here: http://www.bepu-games.com/forums/viewto ... f=4&t=1218

-If you want to control the position of kinematic entities rigidly with the animation, then you'll need to construct a physics representation (like in the above links), and then decide what animation bones control what physics bones. Then, set the entities to the state defined by the animation bone. To make it work properly, the velocities of the objects should be set instead of just positions/orientations.

-If you want to have partially physical, partially controlled system, you'll have to create a ragdoll representation and also motorization to physically control the objects. This is the most difficult.
huyetsat
Posts: 4
Joined: Sat Jul 02, 2011 4:09 am

Re: Help me in physics for animated model !

Post by huyetsat »

Sorry for my bad English. I mean I need my skinned model in project can interact with other physical objects, can you help me? I need very urgently. you can use any way to help me also. please!
huyetsat
Posts: 4
Joined: Sat Jul 02, 2011 4:09 am

Re: Help me in physics for animated model !

Post by huyetsat »

or just add a static bounding surrounding the skinned model so that model can interact in the physical environment
Norbo
Site Admin
Posts: 4929
Joined: Tue Jul 04, 2006 4:45 am

Re: Help me in physics for animated model !

Post by Norbo »

or just add a static bounding surrounding the skinned model so that model can interact in the physical environment
If that will work, then I'd recommend looking into the SimpleCharacterController I mentioned above:
-If you just want a simple bounding shape around your character that can be used for moving around the environment, then you need a character controller. I'd recommend looking into the SimpleCharacterController in the BEPUphysicsDemos project, which is available in the main source download: http://bepuphysics.codeplex.com/SourceC ... changesets
You can use the character controller's body position to translate the skinned model around to match.
huyetsat
Posts: 4
Joined: Sat Jul 02, 2011 4:09 am

Re: Help me in physics for animated model !

Post by huyetsat »

I have tried , but i failed, can you make me a sample on my project which i uploaded? please! you can see my skinned model in file AnimatedModelPeon.cs
Norbo
Site Admin
Posts: 4929
Joined: Tue Jul 04, 2006 4:45 am

Re: Help me in physics for animated model !

Post by Norbo »

Not right now, but I will try to answer any specific questions you have :)

Was the trouble in integrating the SimpleCharacterController? If so, look at the BEPUphysicsDemos implementation. There's three involved areas: the SimpleCharacterController itself, the SimpleCharacterControllerInput which just looks at keyboard input and tells the character to move, and the StandardDemo where the SimpleCharacterControllerInput is used. Technically, in v0.16.0, the non-simple CharacterControllerInput is used in the StandardDemo, but they can be switched out.

If the problem was with aligning the graphical model to the character, note that the world transform for the character can be created from the gameplay logic 'facing angle' rotation matrix multiplied by the Matrix.CreateTranslation(Body.Position).
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