At 12:30 this morning, I created Blender’s first 100% TRUE real-time armature ragdoll! 
Please reply! I enjoy feedback! :eyebrowlift:
Here is the file. --> http://www.mediafire.com/?tzhb0mdrzyb
At 12:30 this morning, I created Blender’s first 100% TRUE real-time armature ragdoll! 
Please reply! I enjoy feedback! :eyebrowlift:
Here is the file. --> http://www.mediafire.com/?tzhb0mdrzyb
Very well PyGuy, you’ve got amazing coding skills. The only thing, I’m concerned about is how to ragdoll for example a human model, as what you’ve written is pretty complicated :). If you could post the tutorial about using your script in order to create more sophisticated bodies, that would be awesome!
this is an epic moment 
Umm, right. A ragdoll. OK. It looks like a brick. But it bends and tumbles. Seems to move very quickly at the beginning, as if it were already in motion when the simulation starts.
Perhaps a ragdoll that looked like a doll would be more impressive, but, forgive me if I’m wrong, your code doesn’t look very scalable.
Hi, very nice!
Although these are not scripted, aegis3D made a armature ragdoll of the Halo character:
…and I gave it a try 
Nice. But just think how much more code you would eed for a person. Or maybe you wouldn’t. I don’t know.
rogper: Nice example. I need to look into that.
Hi Rogper, your ragdoll test is really impressive. You should try using generic joints, they are way better, than balls and hinges, you can use them anywhere you want, because there is a possibility to limit rotations of objects around X, Y and Z axis. It will let you avoid some stange behaviours, like the white leg twist in 1:01. Mind that in generic joint you use radians, not degrees.
And BTW, what aegis3d did, was blocky ragdoll simulated in GE and having it’s movement recorded to IPO curves, so he could constrain bones to blocks in Blender 3D viewport. PyGuy, on the other hand, managed to create skinned ragdoll within GE (however, i can’t really see the armature in there :P)
But it’s not realtime…
“PyGuy, on the other hand, managed to create skinned ragdoll within GE (however, i can’t really see the armature in there :P”
Yes, I’ve noted that, and it’s pretty coll, really nice work :yes:
Now I’m a little busy, but next time I play with ragdolls I’ll try to reverse engineer every piece of the file :evilgrin:
Thanks allot for let us have it PyGuy! ![]()
If I can make some stunts with it you’ll be the first to know.
You’re right generic joints is the way to go, it’s not only the leg but hands, arms, head, etc. there’s wrong rotation everywhere in that thing :o
I’ve just came up with the algorithm, that could be simplier in use, but I’m not really a coder, so if someone likes the idea, please, give it a try.
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wow I get it : each vertex of the mesh is re-located according to empties attached to the 2 rigid bodies… woooow it’s a nice trick… !
but to my point of view it seems to be an hard way, by concept, to animate a detailed human mesh. maybe slow also, if too much verts.
perhaps bones could copy the empty positions/relative orientations rather than the verts mesh… ?
Appolonius did lots of ragdolls ages ago as well: http://www.youtube.com/profile?user=appolonius&view=videos
Well yeah with plain blocks… :no:
Nice work, nice work
You’ve made a game-engine ragdoll, and i’ve made a a animation orientated ragdoll (turn a existing character+armature into an ragdoll)