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Character Animation with Direct3D® by Carl Granberg

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Updating the Character Mesh from the Ragdoll

The final step before having complete ragdoll animation is of course to connect the bone hierarchy to the physical representation. This way, the bones (and in turn, the mesh) will be updated as the ragdoll flails about. Remember that you use many fewer Oriented Bounding Boxes than you use bones to avoid simulating the small unnecessary bones like fingers and toes, etc. However, if the hand bone (the parent of a finger bone) has a physical representation, then when the combined transformation matrix of this bone is updated, its child bone(s) will also be updated. Already in the previous section of this chapter I added a pointer to an OBB in the Bone structure. Now that I want to be able to update a ...

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