A place to discuss everything related to Newton Dynamics.
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by aqnuep » Tue Dec 08, 2009 2:26 pm
Hi,
My question is whether CustomRagDoll handles internally the rag doll as a bunch of bodies connected with hinge and ball-and-socked joints?
I ask this because I would like to make my rag doll solution independent from the CustomRagDoll, but I don't know if it would have the same performance characteristics.
Can I actually reproduce a rag doll that is handled internally in the same fashion as CustomRagDoll or it has some internal optimizations and it's not handled like a group of jointed rigid body?
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aqnuep
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by Julio Jerez » Tue Dec 08, 2009 3:08 pm
It will ahve teh same performance if you make using you own joints,
however I suggets you use the RagJoint container because the contatiner can ecapsulet post prossesing funtionaliy like reducing errors,
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Julio Jerez
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by aqnuep » Tue Dec 08, 2009 3:34 pm
Julio Jerez wrote:however I suggets you use the RagJoint container because the contatiner can ecapsulet post prossesing funtionaliy like reducing errors,
What error reduction?
I would be interested in making my own rag doll because I would like to have full control over the limb bodies and want to have independent callbacks for them.
I'll apply KinematicController for the limbs as an example. What (I suppose) I cannot do with the built-in CustomRagDoll.
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aqnuep
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by aqnuep » Wed Dec 09, 2009 1:45 pm
It seems that people don't really like me at this forum because I haven't got answer here neither (probably because I ask too many questions

).
Btw, there is a special reason why there's no answer yet, or simply few people visited the forum since Monday and had no time?
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aqnuep
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by Julio Jerez » Wed Dec 09, 2009 2:53 pm
The error removing the exxcess if distnace and relative velocity of between teh joint attachemnet point afte and integration step.
because the the joint knows that the configuration of eth joint for a tree liek skeleton with not no kenematic loops,
the if can do a post proceecing pass removing from the root down calcualtion teh velocity to remove the distance error, and extrat velocity.
if you look at the Mutibody car is use that trick, but I will generalized to be use for other joints
If you read the Kellispriit Ogre thread this is part of what I want to do for those joints. but it will go to swate if people do not use the joints contatiener.
and not the forum is not visited by as many people as you think. I try to answer all question but some time I miss some.
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Julio Jerez
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by Stucuk » Wed Dec 09, 2009 2:58 pm
aqnuep wrote:Btw, there is a special reason why there's no answer yet, or simply few people visited the forum since Monday and had no time?
Most likely because the questions you are asking are rearly only answerable by Julio himself.
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Stucuk
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by aqnuep » Wed Dec 09, 2009 3:09 pm
Julio Jerez wrote:The error removing the exxcess if distnace and relative velocity of between teh joint attachemnet point afte and integration step.
I see! Thanks, now I have a much more clear vision over why it is superior over a custom implementation.
Julio Jerez wrote:and not the forum is not visited by as many people as you think. I try to answer all question but some time I miss some.
Sorry if I seemed to be offensive. Btw, I remember that there are some periods when many many people hang around all over the forum, maybe everybody is already preparing for Xmas

Stucuk wrote:Most likely because the questions you are asking are rearly only answerable by Julio himself.
My mistake. I always have very awkward ideas for the physics of my game engine, that's why I come up with such unusual questions

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aqnuep
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