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Endorphin ragdoll
Endorphin ragdoll









Everyone wants better graphics, higher resolution, more polygons rendered per millisecond, and real world physics in a neat engine. This is the problem with most popular games out now. I'll mess with the export settings to see what I can do.

endorphin ragdoll endorphin ragdoll

If I could only make endorphin read carls bone structure properly (Like it does in 3ds) but instead, it seems to convert to their characters or something. I'm gunna keep looking at details of San Andreas, 3Ds and Endorphin to see if I can find out some more about doing this. Shame that the physics of SA are hard-coded, if there was a way, I could actually turn them into ragdoll physics I think But at the moment I can't even think that far ahead. IF I could make CJ properly fit an endorphin character (Basically replacing player.dff to fit an endorphin-like dff) I MAYBE could be able to apply the animations correctly to the character. To make the animation work properly, CJ would have to change into an endorphin character, but the endorphin characters are 200x bigger than CJ and I'm so crap I can't even scale it down right in 3ds MAX. The only problems are the fact that I'm crap with 3ds MAX and I cant figure out a way to make CJ's model be what the animation is effecting. But it'd maybe be possible to create more realistic animations (Such as flailing when you fall) easily in endorphin and putting it into San Andreas. I've figured that it wouldn't be possible to make random animations according to the speed, gravity ect. Which would mean I could use Kams script to put it into San Andreas meaning Ragdoll animations for san andreas.

endorphin ragdoll

I then noticed in the help files that it can export to 3Ds MAX readable format. I was bored out of my brains finding things to do when I opened my Endorphin (Similar to Euphoria which is used in GTAIV).











Endorphin ragdoll