As these are mostly uncharted waters for the community I don’t really have any “on-topic” questions. However, a few curiosities come to mind, although a few of them go off on a tangent, if not outright off-topic. I am sure a lot of these will be answered during the stream proper:
- Do you use ragdolls in Paragon? If yes, do you at any point have to calculate the velocity of a ragdolling skeletal mesh? If yes, how?
- How do you handle transitions between ragdoll and animation?
The two questions are linked to a concrete use-case of mine where the player can toss enemies around. My code has to detect when the enemy has landed (i.e. when the ragdoll stopped moving), if it has hit something with a fast enough speed to cause damage (again velocity check) and then have him stand up (back to animation). Both of these things seem excessively difficult. The former is difficult because even in stand-still the ragdoll still reports very frantic velocities, due to some part of it twitching a minuscule amount most likely. My best bet for the latter is to detect whether the root ended facing up or down and play either “stand up from back” or “stand up from stomach” respectively.
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Do you do “animation LODs”? i.e. animations, simulations or skeletons becoming simpler with distance.
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If you simulate something (like say the tentacles on the head of the character in the previous stream whose name I forgot) do you animate it and then apply a simulation on top of the animation or are their bones just frozen during animations? Furthermore, your T-Pose showed that those same tentacles are curved in the rig, they aren’t pointing in a straight line. Doesn’t this cause issues with the simulation and the skin?
Thanks in advance!
Best regards,
Damir H.