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[SA|WIP|TEST] Another Ragdoll attempt (Bullet physics)

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madleg
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#1

Posted 05 June 2016 - 10:59 AM Edited by madleg, 21 March 2017 - 03:13 PM.

*
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Well... heres a test version of project im working on now.

It is very rough and it is also under cleo script (until testings ends) to simplify developing.

Special thanks to Wesser, DK.

 

I started this project with a simple thought to use third-party rigid body physics engine to simulate ragdoll motion, which one would be linked to actor bones with offset relations, featuring dynamic object motion projections. At that moment i had very poor programming understanding without any kind of language knowledge, so it became a long trip for me fueled by some points of interest. Moving forward to the light always gives you new possibilities, but making great things requires great effort. Unfortunatly i ran out of my fuel, so im leaving all ideas behind. I hope you will undestand it and will enjoy this mod, but if you dont, go fnck yourself!

 

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Silent
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#2

Posted 05 June 2016 - 11:16 AM

Hot damn, it looks awesome already.

Davve95
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#3

Posted 05 June 2016 - 12:11 PM

Sounds cool! Will there come up any video though?

santotaku
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#4

Posted 05 June 2016 - 09:34 PM

will this be based off the ped ifp anims?


Reyks
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#5

Posted 06 June 2016 - 03:09 PM

This looks incredible even for a test version, finally a ragdoll physics mod that actually works!

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LINK/2012
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#6

Posted 06 June 2016 - 07:06 PM Edited by LINK/2012, 06 June 2016 - 07:07 PM.

Absolutely amazing!

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santotaku
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#7

Posted 06 June 2016 - 07:23 PM

Absolutely amazing!

Awsome! bro are you gonna include some anims to go with it like getting up also will this mod let the player roll or tumble?

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Jack
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#8

Posted 06 June 2016 - 07:55 PM

This is gonna be fun!

Cudos mate.


Junior_Djjr
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#9

Posted 06 June 2016 - 10:31 PM

OMG, I can't wait for this!
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Davve95
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#10

Posted 07 June 2016 - 02:10 PM

Awesome!

Thanks for the video LINK/2012.

SkyHunted
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#11

Posted 07 June 2016 - 03:53 PM

my god. this is amazing. 

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Fort
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#12

Posted 07 June 2016 - 07:40 PM

I had no idea this was possible,now anything is possible in GTA modding :)


nkjellman
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#13

Posted 08 June 2016 - 07:33 AM

I swear OP, guys like you, Silent, Fastman, dunkin, the guy who made SA Render, etc... are making the old 2004/updated in 2005 SA engine do tricks. Combining mods, its becoming a modern engine. Impressive.

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gajrajgchouhan
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#14

Posted 08 June 2016 - 11:54 AM

OMFG !! o.O

Fireman
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#15

Posted 08 June 2016 - 03:43 PM

Good stuff, I've been using Ryosuke's rag doll with some Alexy modifications for a while now, but they aren't exactly realistic :p

 

This looks impressive.


.Blok
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#16

Posted 08 June 2016 - 08:23 PM Edited by .Blok, 08 June 2016 - 08:24 PM.

Will that finally this game will have inertia?  :blink: Good!


Legomanarthur
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#17

Posted 08 June 2016 - 08:47 PM

Wow this is impressive!


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#18

Posted 08 June 2016 - 08:55 PM Edited by _CP_, 08 June 2016 - 08:56 PM.

Seriously, I don't belive that these tricks are possible on so old RW, engine has a lot of potential.

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madleg
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#19

Posted 09 June 2016 - 03:33 PM Edited by madleg, 09 June 2016 - 03:34 PM.

Added object col model builder:

Spoiler

Not sure how im gonna setup col objects create/destroy algorithm (for example extra long draw distance may cause performance problems), also vehicles collision models position doesnt match with their in game position(z-axis), so im gonna leave this question until alpha assemble. But for now im gonna turn my attention to setting up ragdoll from any existing ped (its gonna be bone position based doll with preset fatness factor, so it may look same ugly like this one) ) and capturing inertia vectors from bones transforms.

For anything else not gonna promiss anything. About animations: im pretty much zero here. But theres a tricky way to setup cheap standup animation like in gta 4 where r* used 4 motion idles(torso down/up/left/right) to start animation, so before it bone transforms just moved fast to preset position(i guess). Unforunatly, theres only two idles in sa (

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santotaku
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#20

Posted 09 June 2016 - 09:53 PM Edited by santotaku, 20 June 2016 - 07:38 PM.

Added object col model builder:

Spoiler

Not sure how im gonna setup col objects create/destroy algorithm (for example extra long draw distance may cause performance problems), also vehicles collision models position doesnt match with their in game position(z-axis), so im gonna leave this question until alpha assemble. But for now im gonna turn my attention to setting up ragdoll from any existing ped (its gonna be bone position based doll with preset fatness factor, so it may look same ugly like this one) ) and capturing inertia vectors from bones transforms.

For anything else not gonna promiss anything. About animations: im pretty much zero here. But theres a tricky way to setup cheap standup animation like in gta 4 where r* used 4 motion idles(torso down/up/left/right) to start animation, so before it bone transforms just moved fast to preset position(i guess). Unforunatly, theres only two idles in sa (

Well you can always make another ifp filled with extra anims and make a cleo script to play on certain parts so the player can stand up and not look to cheap i guess :p (i dont know much but its an idea) , but other than that nice work so far i mean its a start .


madleg
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#21

Posted 22 June 2016 - 08:57 AM

sorry for being offline for so long... anyway, i setup ragdoll generator (mostly from zero) and velocity calculator. For second one - not sure yet how im gonna use this in general, because it takes 2 transforms of motion state. Now ill try to make something with vehicle collision, then bullets, explosions etc

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Davve95
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#22

Posted 22 June 2016 - 01:53 PM Edited by Davve95, 22 June 2016 - 01:54 PM.

sorry for being offline for so long... anyway, i setup ragdoll generator (mostly from zero) and velocity calculator. For second one - not sure yet how im gonna use this in general, because it takes 2 transforms of motion state. Now ill try to make something with vehicle collision, then bullets, explosions etc


That sounds really cool. Keep up the good work. Nice with some news!

santotaku
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#23

Posted 23 June 2016 - 08:46 PM

sorry for being offline for so long... anyway, i setup ragdoll generator (mostly from zero) and velocity calculator. For second one - not sure yet how im gonna use this in general, because it takes 2 transforms of motion state. Now ill try to make something with vehicle collision, then bullets, explosions etc

sounds awsome bruh btw nice to hear from you !


reCAPTCHA
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#24

Posted 27 June 2016 - 12:51 PM

7drHiqr.gif

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Davve95
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#25

Posted 27 June 2016 - 08:43 PM Edited by Davve95, 27 June 2016 - 08:44 PM.

Can't wait to hear about some updates.

ermaccer
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#26

Posted 27 June 2016 - 08:45 PM

When VC edition? ;(

Davve95
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#27

Posted 27 June 2016 - 08:46 PM

When VC edition? ;(


That would be really epic too!
Idk, but I think it won't happen.

zanesix
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#28

Posted 27 June 2016 - 09:31 PM

When VC edition? ;(

Dude, the SA one is in extremely early stages, and you're already asking about a VC one? For f*cks sake...

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Fpost
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#29

Posted 10 July 2016 - 04:56 PM

Excellent 


Excellent


B Dawg
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#30

Posted 10 July 2016 - 07:29 PM

When VC edition? ;(

Mod Vice City into San Andreas, problem solved.





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