Horde3D

Next-Generation Graphics Engine
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 Post subject: ragoll implementation
PostPosted: 10.06.2008, 16:38 
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Joined: 10.06.2008, 03:03
Posts: 4
joints have absolute and relative transform matrices.if i update absolute with physic i think that i can render ragdoll without problem but how i can prevent to parents or animation sys to update those matrix?ho i can revert from ragdoll to animation with blending?
So i want to know before to look in code
1) what animation acts on? relative or absolute?
2)Can i blend from some external positioned bone to animation?
3)updating relative matrix update also absolute?...and updating absolute not update relative or position rotation and scale?


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PostPosted: 10.06.2008, 17:12 
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Joined: 13.11.2007, 11:07
Posts: 1150
Location: Germany
Now you've lost me! :-)

Horde3D has a scenegraph. The transformations for each node are relative to it's parent. The absolute matrix is just the multiplications of all nodes within one branch. So if you have a structure like this:

Code:
RootNode
+
|
+---+ Model
      |
      +--- Mesh

The mesh's relative transformation is stored in the scene graph and it's absolute matrix will be calculated using
Code:
RootNode's Relative Matrix * Model's Relative Matrix * Mesh's Relative Matrix


You can create animation data on the fly that you can use to create ragdoll animations. If you upload the animation as a normal Horde3D resource you can use the animation system to blend as you would do it if it's a keyframe animation.

You also don't have to set the absolute matrix. You can instead convert the absolute matrix to a relative one by using the absolute matrix of the parent.


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PostPosted: 10.06.2008, 22:04 
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Joined: 10.06.2008, 03:03
Posts: 4
is not so slow to convert in relative matrix for comples hierarchies?convert to relative then it have to reconvert in absolute...howevcer i'll try that maibe if it's too slow i'll change something.


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