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Character Animation with Direct3D® by Carl Granberg

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Constraints

After that little detour of getting to know the Bullet physics library, it is time to get back to what I was trying to achieve in this chapter: ragdoll animation! You need to choose some of the major bones of the character and create a physical representation for them that can be simulated in the physics engine. Then as the ragdoll is simulated, the position and orientation are updated for the bones using the transforms taken from the rigid bodies, before rendering the mesh. Sounds easy? Well, not quite. It takes a lot of effort to make ragdoll animation look good and free from artifacts. You should also note that not all bones in the character are simulated (such as finger bones and other small bones). Figure 7.6 shows a picture ...

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