In my multiplayer fps game, when a player does and the ragdoll activates, the game drops to about 10 frames for all users because the model is 3500 verts. Is there a way I can make a ragdoll like the test rag doll and just use simple capsule shapes that “control” the bones? This would be 500% more efficient. If there is another way that is easier on CPU I’m open to suggestions.
the ragdoll creates simplified hull shapes around the bones. How many bones do you have? maybe that’s the problem
For my game, I’m creating a simplified collision shape for each bone of each ragdoll, using compound collision shapes. Seems to work, but I haven’t compared the performance to hull shapes.
@wezrule said: the ragdoll creates simplified hull shapes around the bones. How many bones do you have? maybe that's the problemyeah I used the meta rig which has bones for all parts of fingers and 3 bones for each foot
@Jmonkier said: yeah I used the meta rig which has bones for all parts of fingers and 3 bones for each foot
You can group them though, you don’t have to make every bone a collision shape.
@normen said: You can group them though, you don't have to make every bone a collision shape.If I manually add bones to the ragdoll, will it not makes collision shapes for the bones I don't include?
@normen said: You can group them though, you don't have to make every bone a collision shape.I only added the bones I really needed but how do I group them because the bones I didn't add to the ragdoll, their mesh is stuck in the air. Also, the frame rate is still pitifulz
@normen said: You can group them though, you don't have to make every bone a collision shape.How would I group the bones together in order to form a single collision shape?
@Jmonkier said: How would I group the bones together in order to form a single collision shape?
http://hub.jmonkeyengine.org/javadoc/com/jme3/bullet/control/KinematicRagdollControl.html