I have a newer version of DANCE that allows you to attach bones to
other characters or to fixed points in the scene. You cannot do it
easily with this version of DANCE (072506). If you are interested in
this version, send me an email directly and I can let you try this
version.
I have been intending to release this newer version for a long time,
but since I work full time, I have not had the time to package it up
for distribution.
Regards,
Ari Shapiro
--- In dancedev@yahoogroups.com, Jamie Park <jlastsong@...> wrote:
>
> Thank you for your help.
> Can I ask one more question?
> How can I make a ragdoll hang onto a bar that will be hanging in the
midair?
> When I throw a ball at it then the ragdoll skeleton will swing onto
that bar...
> Could you make some suggestions on how to do this?
> Thank you so much..
>
>
> ----- Original Message ----
> From: shapiroari <shapiroari@...>
> To: dancedev@yahoogroups.com
> Sent: Thursday, June 5, 2008 10:06:06 AM
> Subject: [dancedev] Re: Soccer animation
>
>
> This is an extremely difficult task if you want to do it during
> physical simulation. You would need to write a controller (look at
> TestController) that would sufficiently control the two skeletons so
> that they can balance, kick, and stop a soccer ball.
>
> If you just wanted to do this kinematically, you could simply keyframe
> the animation (the Keyframe button on the skeleton GUI).
>
> Alternatively, you could:
>
> 1) keyframe the soccer animation,
>
> 2) press the 'Save Anim' button on the skeleton GUI to save the motion
> as a .bvh file
>
> 3) Using a PosePDController (or using tutorial 2), press the 'Load
> Pose' button and load the .bvh file that you saved as a controller.
> Make sure that you check the box marked 'kinematic' at the bottom of
> the skeleton UI. This will execute the motion kinematically (exactly
> as you keyframed it) but do so in a physically simulated environment,
> so any soccer ball (like using: Scripts -> Create Collision Sphere)
> that you place in the scene can be 'kicked' by the skeleton and will
> have dynamic effects imparted on it.
>
> 3a) Similarly, you could select the 'Fix Root' option at the bottom of
> the controller UI (instead of selecting 'Kinematic') which will fix
> the hip joint exactly as you keyframed it, but track the other body
> parts under physical simulation, so that when the skeleton hits the
> ball the leg will deflect a bit.
>
> Regards,
>
> Ari Shapiro
>
> --- In dancedev@yahoogroup s.com, "jlastsong" <jlastsong@ ..> wrote:
> >
> > hi, could anyone give me tips on how to make skeleton model kick a
> > ball ( from tutorial 3)? I want to make two characters pass balls to
> > each other..
> >
> > any help is greatly appreciated
> >
>