<div class="IPBDescription">Need rotation constraints</div>NS2 ragdolls really need rotation constraints. It's especially noticeable on human characters - It looks super awkward when kills turn to jelly. Also gibs on grenade kills would be nice.
"Rotation constraints" refers to limiting the rotation joints to a range of motion consistent with reality. The end result being ragdoll behavior that simulates the flexibility of a human body.
They do have rotation constraints, but they need to be adjusted. Rag dolls collide with themselves, but they can have certain pieces configured to not collide with each other (typically adjacent pieces).
<!--quoteo(post=1823180:date=Jan 10 2011, 05:27 PM:name=zex)--><div class='quotetop'>QUOTE (zex @ Jan 10 2011, 05:27 PM) <a href="index.php?act=findpost&pid=1823180"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->NS2 ragdolls really need rotation constraints. It's especially noticeable on human characters - It looks super awkward when kills turn to jelly. Also gibs on grenade kills would be nice.<!--QuoteEnd--></div><!--QuoteEEnd-->
I think it looks more awkward when a marine is sent flying when getting bitten by a skulk. i think it's more of a physics issue rather than the rotation constraints. adjustting the gravity of a ragdoll to make it more realistic when they fall would add more realism.
I, for one, hope UWE wont fix they übersilly ragdoll physics for a while, i find them really funny and i often find myself making Dr. Zoidberg-sounds "WOOB WOOB WOOB) when they fly away :D
Comments
I think it looks more awkward when a marine is sent flying when getting bitten by a skulk. i think it's more of a physics issue rather than the rotation constraints. adjustting the gravity of a ragdoll to make it more realistic when they fall would add more realism.
<a href="http://www.youtube.com/watch?v=ehHrY3llHf4" target="_blank">http://www.youtube.com/watch?v=ehHrY3llHf4</a>