Has anyone cracked the ragdoll code?
You frighten me.
I was wondering if the hands and feet can be changed using the ragdoll code. They always seem to be in a default position.
As far as I know, it's not possible to adjust hands and feet with ragdoll code. However, I've only been looking at the 11 bone model discussed in this thread; it's possible (although in my mind unlikely) that other models are accessible with the EntRagdoll command. Why don't you try adjusting the number of bones, tack on a few more triples of angles, and see what happens?
If you can write some sort of program that would dictate what code would be needed to create a specific movement for a hero, so the code could be input into a demo file for a movie, I would donate real money. The friggin' possibilities would be huge for what you could then do in CoX Machinima.
"The One"
76 characters and Twenty-four 50s later, I still love this game.
AlienOne's Human-Form Warshade Guide (Old guide+New guide = 12,000+ views!)
Yeah, I don't know OpenGL, so although the JOGL program makes OpenGL available in Java, I'm relying on the higher-level Java3D project (depsite the fact that development on the Java3D project is currently on hold).
On a side note, I can generate and play animations with my program...but the animations that CoH plays aren't the animations that I think I'm generating. The three numbers don't appear to be independent -- if I set a limb's "pitch" to 90 degrees and try to rotate the limb by increasing the "yaw" from 0 to 360 degrees, the limb also rotates in the "roll" direction.
I'm assuming that the ragdoll data is basically dumped straight out of whatever PhysX routine CoH runs, so I've been reading up on the PhysX API to try to come up with good guesses as to how it works. Currently, my best guess is that the three components represent the spin/twist coordinates or some sort of quaternion components. Unfortunately, I suspect that it's the latter, as calculating interpolations is much easier with quaternion coordinates than with spin/twist.