Human Model Needed
Blitz3D Forums/Blitz3D Beginners Area/Human Model Needed
I dont know if I should post this here.
I cant model for sh*t, and i desperately need a jointed model of a human, I've done a search for human models but they all seem to be one mesh. I would preferably want a model were each limb is a seperate mesh, im not particularly bothered about quality (although a human made soley out of blocks may be a bit too primitive) because it will be used soley for me to test my ragdoll code with.
Any offers welcome, or at least a nudge in the right direction were I could find a model.
Thanx
Why not just use stretched spheres for testing purposes?
I've done that Stevie, but I now want to see a more realistic representation.
I nearly had my ragdoll editor completed, and my harddrive packed-up (no backup, all work lost)so I have started again, hopefully have it done before I retire (30 years time).
By the way Stevie, do you ever sleep, every time I post, you respond within seconds :-) not that you would be asleep at 12:30 pm UK
I'm kinda housbound atm. Tore all the ligaments / fractured my ankle so been off work for the last 3 weeks. Programming and surfing are probably the only things I can do without it being a mission!!
I'd be interested to see your results though ... I've been messing with verlet for almost a year now ( cars , ragdolls etc.. etc.. ) I'm assuming you're using something similar?
Yes, I got hooked on Verlets after seeing a rope demo done by Bot Builder, I wanted to put some realistic physics into my programs but didn't want to use a Physics lib like ODE but instead just wanted to use Blitz's commands.
Anyway im pretty musch back to basics with my editor, but should hopefully have someting to show in a few weeks.
I want to have a go at verlet stuff at some point. Anyone got any links to good tuts? I know nothing about verlets ATM so they need to be from the ground up. Also, do you need pretty good math skills to use/understand them? I hope not. :)
Sorry to hijack your thread, Nexus6. :)
This is the GodFather of all Verlet Tut's, This was what the original Blitz Verlet system was converted from :
http://www.gamasutra.com/resource_guide/20030121/jacobson_01.shtmland heres the code by Bot Builder that got me started :
Graphics 640,480,32,2
ov.verlet=New verlet
ov\x=20
ov\y=20
ov\ox=20+Rnd(-2,2)
ov\oy=20+Rnd(-2,2)
For i=1 To 10
v.verlet=New verlet
v\x=i*40+40
v\y=40
v\ox=i*40+40+Rnd(-2,2)
v\oy=40+Rnd(-2,2)
v\size=20
c.constraint=New constraint
c\Head=ov
c\Tail=v
c\Length=40
ov=v
Next
SetBuffer BackBuffer()
While Not KeyHit(1)
Update
Draw
If MouseDown(1) Then
If selection.verlet<>Null Then
selection\x=(selection\x+MouseX())/2
selection\y=(selection\y+MouseY())/2
Else
For v.verlet=Each verlet
If MouseX()>v\x-v\size Then
If MouseX()<v\x+v\size Then ;optimized bounding box check first
If MouseY()>v\y-v\size Then
If MouseY()<v\y+v\size Then
If Sqr((MouseX()-v\x)*(MouseX()-v\x)+(MouseY()-v\y)*(MouseY()-v\y))<v\size Then
selection=v
Goto skipNull
EndIf
EndIf
EndIf
EndIf
EndIf
Next
selection=Null
.skipnull
EndIf
Else
selection=Null
EndIf
Flip
Cls
Wend
Type Verlet
Field x#, y#, ox#, oy#, size
End Type
Type Constraint
Field Head.Verlet, Tail.Verlet, Length
End Type
Function Update()
For v.Verlet=Each Verlet
tx#=v\x
ty#=v\y
v\x=v\x+.99*(v\x-v\ox)
v\y=v\y+.99*(v\y-v\oy)+.1
If v\x>GraphicsWidth()-v\size Then v\x=GraphicsWidth()-v\size ElseIf v\x<v\size Then v\x=v\size
If v\y>GraphicsHeight()-v\size Then v\y=GraphicsHeight()-v\size ElseIf v\y<v\size Then v\y=v\size
v\ox=tx
v\oy=ty
Next
For i=0 To 10 ;Iterate
For c.Constraint=Each Constraint
dx#=c\Tail\x-c\Head\x
dy#=c\Tail\y-c\Head\y
dl#=Sqr(dx*dx+dy*dy)
d#=(dl-c\length)/Float(dl)
dx#=dx/2
dy#=dy/2
c\Head\x=c\Head\x+d*dx
c\Head\y=c\Head\y+d*dy
c\Tail\x=c\Tail\x-d*dx
c\Tail\y=c\Tail\y-d*dy ;Simple, optimized rigid constraint algo
Next
Next
End Function
Function Draw()
For v.verlet=Each verlet
Oval v\x-v\size,v\y-v\size,v\size Shl 1,v\size Shl 1
Next
End Function
Big10p ... jacobsens tut is indeed where I started too.
One thing which will cause major issues ( well it did for me initially ) is the breaking of some stuctures on hard impact ( a 3d cube for example ). I have developed a simple but failsafe way of detecting & preventing this if you ever need it.
Please give me a shout if you need any help / advice.
Stevie
Nexus6: Thanks for the link - I'll definately study it when I get around playing with verlets. Got other stuff to finish first, though. :)
Stevie G: Thanks for the offer of help. I may well knock on your door at some point. :)
Say, if you don't mind paying someone for a model check out www.RentACoder.com
Thanks for the link Amanda, but I dont really feel like parting with hard earned cash to buy a model for testing purposes, and for a project that I will probably give away in the end anyway(thats if anyone wants it, and I eventually get it finished).
Try Psionic's stuff:
www.psionic3d.co.uk/cgi-bin/imageFolio.cgi?direct=Free%20Stuff/3D%20Models