[ODE] movement force conversion

Megan Fox shalinor at gmail.com
Tue Mar 15 08:49:48 MST 2005


The nifty thing is that you've got a physics engine here, so you end
up not really needing to do the calculation yourself.  What you do is
model your character model out as if it were a ragdoll, with the
various desired joints, and then add an AMotor to each joint.  Set a
reasonable FMax for each joint based on the strength of the character
in question, and then just drive the motion of the limbs by specifying
the desired orientation of each limb.

One person on this list was using a system like this to drive the
model of a giant boss at the end of a level - they had it knocking
down walls when it swung its arms, kicking things out of the way as it
stomped towards you, etc.  Very cool stuff, if a little
computationally expensive to do for ALL your characters.

-Megan Fox

> that is what interest me in longer time, but now before any
> research: it is possible to turn stored forward kinemtic animation
> into forward dynamics? I was always thinking that kinemtic move is a
> result of dynamics so it could be realy hard to make sth backward.
> Simply said I want to do know whether it could bo possible to convert
> animations like in Cal3d into forward dynamic animation. Sorry If this
> sounds stupid, but I didn't read any precise docs about forward
> dynamics at all but I intend to do this in the nearest future.


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