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How did they do this?

Started by CodaKiller Mar 1, 2009 at 4:34 PM 4 replies 1.3k views
Original Post
CodaKiller
CodaKiller
Well I've been trying to get a character walking, I was able to get it to work with the character controller but I would like to do something more advanced. I have seen a video in which they used PhysX and the Unreal Engine 3 to make a character that collides with objects and moves the way one would in real life but I am unable to recreate it. Here is the
">video
. Someone told me I need to jam a foot's position when it is on the ground but I know that is not what they are doing in the video since I can see the feet sliding. So my question is simple, how did they do it? So far I jointed the root bone of the character to the scene and locked it's rotation which keeps it upright but the feet drag on the ground and jitter a lot, I can kinda fix it by turning the solvers up to 128 but I do not believe this is a good idea and there are still problems with the way the character moves across the ground.
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jdindia
jdindia
Looks to me like it's roughly just 'springs' that try to force the model to whatever the animation cycle says (with the devil being in the details I'm sure).

For the rag-doll type effects, I imagine they're identifying that the character has undergone heavy force (or is significantly out of position) and therefore they turn down/off the springs that keep the character in the animation pose. Then to stand up, they return to a default position (you can see the character kind of spread its arms and legs out in a generic fashion on the ground) and then they run the standing animation.

I'm pretty sure they have normal 3d bone-type animations that drive the basic movement and not real physics. The springs don't look very springy either, more like motors that return to the default position.

Unfortunately, I'll bet it takes quite a bit of tweaking to get something like that working.
CodaKiller
CodaKiller
Quote:
Original post by jdindia
Looks to me like it's roughly just 'springs' that try to force the model to whatever the animation cycle says (with the devil being in the details I'm sure).

For the rag-doll type effects, I imagine they're identifying that the character has undergone heavy force (or is significantly out of position) and therefore they turn down/off the springs that keep the character in the animation pose. Then to stand up, they return to a default position (you can see the character kind of spread its arms and legs out in a generic fashion on the ground) and then they run the standing animation.

I'm pretty sure they have normal 3d bone-type animations that drive the basic movement and not real physics. The springs don't look very springy either, more like motors that return to the default position.

Unfortunately, I'll bet it takes quite a bit of tweaking to get something like that working.


I'm already doing all of that but I don't think it's possible to get it to work like that since the feet will collide with the ground which will make the character bounce and move in an undesirable manner. They must be doing something different then I am.
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jdindia
jdindia
Well, I assume their character's main body is pinned to the world so as not to fall over. The animation just drives the skeleton with 'springs', kind of like "you want to be here, so try to be if you can". And I say springs, but it can't be the normal f=-kx type springs since you don't want oscillation. If the feet hit the ground, they should then just push slightly back, causing a bit of leg bend. Remember, the main body is fixed, so it's not going anywhere. If the main body is pinned at roughly the same height as the character walking, I don't see the issue.

You'd have to move the main-body according to player input and you'd have to be smart about jumping and getting knocked around since you want it to react accordingly. In other words, the main body can't really be totally fixed at a certain height. I suspect they may even have some simple capsule type physics object that you can't see that determines where the main body tries to be, which is controlled by player input.

oliii
oliii
looks like they have a standar ragdoll controller (capsule) attached to the character, with also a ragdoll controller, attached to the capsule (by the hip?, or the capsule bottom?). So you will have two ragdoll states, one derived from the forward kinematic (the character animation), and one that is inverse kinematic (the ragdoll collisions and context sensitive moves, and animation). then you blend between the two.
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CodaKiller
CodaKiller
Quote:
Original post by oliii
looks like they have a standar ragdoll controller (capsule) attached to the character, with also a ragdoll controller, attached to the capsule (by the hip?, or the capsule bottom?). So you will have two ragdoll states, one derived from the forward kinematic (the character animation), and one that is inverse kinematic (the ragdoll collisions and context sensitive moves, and animation). then you blend between the two.


I don't think they have a character attached to a character controller since there is one part where they walk the character in to some boxes and they don't seem to be effected by anything other then the character.
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