2d Ragdoll marionette??

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Post » Wed Jul 01, 2009 8:03 am

Hey there everyone...
Ive been working on a concept for a new 2D digital puppet.
Basically, there are two concepts:
1- a marionette... held in position and moved using "hinges" from weighted body parts
2- a digital glove puppet...the head and arms "flop about" as the body is moved around.

My big hurdle seems to be getting "physics" behaving sprites to hit each other and react accordingly.
Currently, the bodyparts just "loop" over each other...and in the case of the glove puppet, the head just rotates till its up-side-down...not a happy chappy of a puppet I must say.
Does anyone have any tips on ragdolling in construct???

Thanx in advance
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Post » Wed Jul 01, 2009 8:16 am

You might want to take a look at the IK plugin. Used in combination with physics should work nicely.
[url:7z26a09l]http://www.scirra.com/phpBB3/viewtopic.php?f=29&t=3971[/url:7z26a09l]
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Post » Wed Jul 01, 2009 8:31 am

Thanks man, after reading the documentation, Im kind of puzzled how it will fit with physics. Has anyone tried this?
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Post » Wed Jul 01, 2009 8:40 am

Think of it as weights on a string. The weight would be the physics object, and the string would be the IK.
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Post » Wed Jul 01, 2009 8:42 am

Thanks, I will give it a go.
The sample project wont open...
So...
I create objects with no bones
Assign physics
then code in the IK

Is this right?
Sorry for the hassle.
Thanks for your time
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Post » Wed Jul 01, 2009 8:48 am

Well Ik is a bit hard to pin down right away, you should probably make the chain first, then experiment putting the physics behavior on different parts. Thing is it will probably take several chains, and combination to get a realistic example.
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Post » Wed Jul 01, 2009 8:51 am

yeah, im toying with it now...but still got no idea what Im doing.
Thanks
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Post » Wed Jul 01, 2009 12:57 pm

did they fix the physics behavior so you can use it with other stuff?
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Post » Wed Jul 01, 2009 7:10 pm

Should be working fine in 98. I haven't played with the new IK, and physics yet tho...
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Post » Wed Jul 01, 2009 9:24 pm

IK doesnt work with physics, the technique i use to solve it (that linkman also uses for his plugin which i dont use) is to position objects based on distances and arm lengths. physics wouldnt make the IK chain react like your making it seem, unless i misunderstood.

if u meant that you had physics balls on strings, which are connected to the IK arms as an end target then that would make sense. you also have to make strings the length of the sum of both arm segments connecting those weight balls to their respective shoulder so that the weights couldnt move too far away from the shoulder and create and impossible situation. the body would of course then have to be connected to the balls via those strings and the shoulders and hips.

at least thats how i would imagine doing it.
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