Before I could make the ragdolls match animations, I had to make them match poses. To test this out, I just made them hold their current pose when I press the 'ragdoll' button. Here's a video I took while testing this out:
Be sure to watch it in HD!
To create the 'frozen' effect I just add an extra constraint at each joint with the desired relative orientation of the affected bones (which is calculated from the animation pose). I then adjust the constraint-force-matching and error-reduction-parameter values to choose how rigid or flexible the frozen joints should be.
Do you have any questions about how it works, or ideas about what I should do with this technique?
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You should add a crippling system that would be awesome.
Haha, this is so weird, yet paradoxically cute at the same time. Cool feature.
Eheh, actually this would be perfect for making stiff dead bodies fun to interact with. (Mhh, that sounded pretty horrible, in a necrophile way..)
Reminds me of the paralyzing punch effect in Fallout 3. (And I think New Vegas too?)
Might be able to do something like that with this.
for any other game this would be used as a Magic Freeze spell ! but I dont think wolfire is going to have any magic in it, or will it ?
Overgrowth = the game
Wolfire = the company
:)
And no, it won't. But that doesn't mean you can't have a mod that will.
damn, yeah sorry ! I meant Overgrowt, I kept seeing the wolfire logo in my head, and i suddenly said wolfire . . . instead :P sorry.
Yeah ! I seriously CANT wait to mod this game ! its definitely going to be fun. but then again there is the issue of its final release . . . will it be like in 2 more years ?
There's nothing to stop you from modding now, and the most important things will remain in game. There has already been some pretty amazing user made content, and mods, and if you start working with it now, you could release finished products at the same time as the official game (or even before).
The final release is of course the tricky part. I wouldn't be surprised if they hit beta around the end of the year, and then spend another year tweaking that, and working on the campaign. But once it reaches beta, I think mods will be coming out pretty regularly...
i think we just saw the first practical use of that rollin down mountains!
Can't wait for the eventual implementation of ragdoll -> animation that this kind of stuff goes towards. It's a bit harder to get it looking natural but will really help the visual flow in such a physically based combat game.
Maybe you could use the forward rolling down hill to implement some kind of obscene human/rabbitdude ten pin bowling.
Man! Animations and movement possibilites look so awesome that it might be fun to just run around on the map :D
Cannonball!
So ... Why are you implementing rigamortis in Overgrowth? LOL
But really, im not sure what this feature is supposed to be used for ...
It could be used for something like a dying grasp at a throwning knife that iss stuck into the chest.
THAT ROLLING DOWN THE HILL IS HILARIUS!
You guys really like to torture this rabbit:D.
You should try animations + ragdolls + physics like in GTA IV because it looks realistic.