simulating a ragdoll and moving its limbs

blejzz
Posts: 1
Joined: Sun Feb 05, 2012 10:32 pm

simulating a ragdoll and moving its limbs

Post by blejzz »

Hello,

i'm new to the forum and to bullet also (my second project using bullet). I intend to use it for physics for my game which simulates a ragdoll and i would need some help on how to archive the desired results. I'm using RagdollDemo and some other articles (http://caiosabino.com/?p=26) for understanding the whole process.

What i want to archive:
- create a ragdoll (using bounding boxes for collision shapes, cone twist and the hinge constraint)
- when i press on a part of the ragdoll (lets say hand, but has to work with any part of the body) i would like that the hand follows the mouse (recalculating all angles of the parent joints - just like if you would pull a real human hand) - dragging is possible only along x and y axis
- apply gravity on every part of the ragdoll (can be turned on or off even between dragging a limb)

If i use constraints for joints in my rag doll will it give the same results as if i would use inverse kinematics?
Can some one please tell me how to implement a part of the body following the mouse position? Do i need Inverse kinematics for this or can this be done with applying force to the desired part of the ragdoll or with constraints?
What would be the simplest method to do a collision test with the mouse position and the scene? Cast a ray from the origin position into the scene?

Thanks for your help.
Regards,
J