Dynamic Ragdoll Reactions

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HGunasekera
Posts: 21
Joined: Sat Feb 25, 2012 2:54 am

Dynamic Ragdoll Reactions

Post by HGunasekera » Tue Oct 10, 2017 6:53 pm

Dynamic Ragdoll Reactions
I feel Overgrowths Ragdoll system can be very similar to dynamic ragdoll reactions in games like GTA 5, obviously with a little modification of the Aschar file.

How Ragdoll Reactions Can Function
If hit by attack "jab.xml" and entered into ragdoll state. Play ragdoll reaction upon base layer RGDL_FALL play. Animation- "grabface.xml".ragdoll strength 0.03

It's no way near to work on any line of the script, I've tried, but I lack that knowledge to actually write the code.

I’m not sure exactly how the wording would be like but this is just a example of how it can be done. I'm sure some can take and expand this it if can be done.

merlyn
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Joined: Fri Aug 26, 2016 2:41 pm
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Re: Dynamic Ragdoll Reactions

Post by merlyn » Tue Oct 10, 2017 9:59 pm

HGunasekera wrote:Dynamic Ragdoll Reactions
I feel Overgrowths Ragdoll system can be very similar to dynamic ragdoll reactions in games like GTA 5, obviously with a little modification of the Aschar file.

How Ragdoll Reactions Can Function
If hit by attack "jab.xml" and entered into ragdoll state. Play ragdoll reaction upon base layer RGDL_FALL play. Animation- "grabface.xml".ragdoll strength 0.03

It's no way near to work on any line of the script, I've tried, but I lack that knowledge to actually write the code.

I’m not sure exactly how the wording would be like but this is just a example of how it can be done. I'm sure some can take and expand this it if can be done.
We already have a system like that in place in the engine. Adding more reactions would just take someone dedicated to adding all those unique animation blends. However, we also are physically modelling ragdoll impacts for a lot of that, too, so don't actually need to create unique animations for them.

If you want to tinker with this, aschar.as defines those states and all the reactions. Here's a page that has a really quick starting place for coding - http://wiki.wolfire.com/index.php/Scripting - You can get more details on the scripting API in the file in:
C:\Users\<your_user_name>\Documents\Wolfire\Overgrowth\aschar_docs.h

In particular, you want to look at the "AnimationClient" class.

Animations are authored in blender. http://wiki.wolfire.com/index.php/Character_Models - the models and blender rigs, etc, are distributed with the game.

Most of the modding community hangs out regularly on the Wolfire Discord. You can reply here, but you'll probably get faster responses on there in the #modding channel. https://discordapp.com/invite/wCntgVQ

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