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Figure 8-62 Hips and knees in relation to each other
Note that all of these constraints are hinges. In real life, the human hip is a restricted ball-and-socket joint,
but I'm opting for simplicity in this example.
10. Add a Hinge constraint from Midriff to Torso, as shown in Figure 8-63 . This will enable the body to
bendslightlyatthemiddle.Again,themovementwillbemuchmorerestrictedthaninarealhumanbody,
but this will be plenty for now.
11. Finally, in the Physics Properties area, set the rest of the objects up as Dynamic Rigid Body actors. If
youpressPnow,yourragdollshouldfallstraightdownintooblivion.Ifitdoesnot,double-checktomake
sure that all the objects are set as Dynamic Rigid Body objects. If parts of the body separate from others,
double-check that the correct constraints are present and that they are targeted to the correct objects. If
parts go haywire, make sure there are no parent-child relationships between meshes that are not part of
Compound dynamic objects. Only Torso should be a Compound object.
 
 
 
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