Best way to make a 3d model with bones have physics?
Posted: Sat Jul 31, 2010 5:49 pm
Hi,
Firstly I'd like to say what a great engine bEPU seems to be and its great to see active forums and support for it.
I've been playing around a little and have a question.
If I have a basic skinned human character model, with the usual bones, what would be the best way to apply physics to it?
I've seen some code where a ragdoll was built up in code, taking primitives and putting joints between them.
How would I do something similar for my 3D model in bEPU? Would I need to break the model up into individual objects, i.e arm/torso/leg etc, and put the joints between them as well?
Sorry a bit clueless on physics so not sure
Thanks
Firstly I'd like to say what a great engine bEPU seems to be and its great to see active forums and support for it.
I've been playing around a little and have a question.
If I have a basic skinned human character model, with the usual bones, what would be the best way to apply physics to it?
I've seen some code where a ragdoll was built up in code, taking primitives and putting joints between them.
How would I do something similar for my 3D model in bEPU? Would I need to break the model up into individual objects, i.e arm/torso/leg etc, and put the joints between them as well?
Sorry a bit clueless on physics so not sure

Thanks