Anyone care to donate a model of human with a skeleton?

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JP
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Anyone care to donate a model of human with a skeleton?

Post by JP »

Charity please folks!

For my game i'm starting to look into ragdoll physics and so i need something a bit more than just a simple 3D model.

What i need is a model which has bones in it (.x format really) so that i can link it up to my ragdoll and have it flailing all over the place.

I've got a model of a pirate which FMX has been trying to put bones in for me but XSI isn't behaving for him so they end up displaced.

Does anyone have one lying around or is able to knock one together? (doesn't need any real effort put in as it's just for testing)

Basically here's the structure of my proposed ragdoll, fairly standard:
Image

I'll check on turbosquid to see if there's anything on there in the meantime!
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dlangdev
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Post by dlangdev »

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vitek
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Post by vitek »

What about the dwarf.x mesh that comes as part of Irrlicht?

Travis
JP
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Post by JP »

Thanks dlangdev, i'll check that out. [EDIT] actually, the meshviewer (or at least Christian's extended version of it) doesn't load that model properly... Did you export it to .x yourself to post it? Don't worry about it though, the dwarf might suffice!

Vitek, you're probably right, i should have thought about that seeing as i used the mesh viewer to check out a model and should have noticed the dwarf and thought of using it!

Has anyone else done work with linking a model to a ragdoll so the model renders in the same pose as the ragdoll?

I was trying to use a squid model that someone did for my game (with a squid shaped ragdoll of course!) but there's a LOT of bones in that model i think and i'm not sure how they would be handled when linking the model to the ragdoll... If the ragdoll only has 17 or so parts to it and there's many more bones then i wasn't sure how to map the extra bones to the ragdoll's position...

Surely i'd have to update the transformations of all the bones in some way and so i'd have to know their original relative positions and then set them that far away from the ragdoll's position so that the model didn't have some parts not aligned to the ragdoll... not sure if that makes any sense....
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dlangdev
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Post by dlangdev »

No problem. I'd like to get into this area too. I'll post a better avatar/doll/actor later as I'm setting it up at the moment.

I'm currently setting up a test doll for a physics I've been wanting to implement, basically the physics involved in a Taekwondo WTF sparring tournament demo. I just got my yellow belt one hour ago.

Let me know the list of bones you are using, maybe I can make one that I can also use for my TKD sparring demo.
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xDan
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Post by xDan »

also never forget psionic3d: http://www.psionic3d.co.uk/gallery/thum ... hp?album=2

There's a ninja and zombie and stuff. I think they're .b3d though
JP
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Post by JP »

dlangdev, the ragdoll structure is shown in the picture of my original post.

ahh yes, psionic.. i'll have a look at that, they're in .ms3d format as well so i can look at them in milkshape but my .x loader doesn't like loading files i've exported from milkshape for some reason!
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