Wednesday, February 13, 2019

physics - Ragdoll on alive creatures: has somebody already implemented it?


I find that a dead creature falling realistically is boring.



I wonder, has any game implemented an animation system where the model moves depending of the muscle forces and the velocity of the limbs, but calculated ingame ?


It is much faster to have determinate animation data which is loaded and is just read sequentially, but it looks much "static".


Since I hear a lot about procedural generated data, one could generate a body with its own animation depending of the weight of the bones.


I'm not talking about a real-life robot simulation where the bone is standing, auto-adjusting some angles to keep balance, but something more intermediate and more pre-calculated.


The forces vary slightly between steps (some random on a float so vary plus or minus 10%), so the trajectory of the limbsvary between steps.


It would require a lot of adjustement and preconfiguration, but it would look much less deterministic.



Answer



NaturalMotion's Euphoria engine simulates a "motor nervous system" to do procedural animations. It's been used in a couple games, notably GTA4 when pedestrians are hit by cars.


It's still considerably more expensive than static animations, and you'll rarely see more than a few models animated at a time with such a system.


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