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Character Animation with Direct3D® by Carl Granberg

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Constructing the Ragdoll

Now that you know how to connect physical rigid bodies using constraints, the next step of creating a ragdoll is not far off...in theory. All you have to do is to create a series of boxes (or other shapes) connected via different constraints. However, in practice it is slightly more difficult than that. First you need to make sure that the boxes match the skeleton (and the character mesh) as close to perfect as possible. Otherwise you would get weird results updating the bone hierarchy of the character using an ill-fitting physical representation. So the problem you are about to face is the one shown in Figure 7.8.

Figure 7.8. Solid character arm mesh (top). Arm wireframe and bones (middle). Arm wireframe and physical ...

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