Tracer: Tokamak is NOT a collision library.
Physics libraries are not suitable in situations where you want to manualy move things, by their nature, they need forces applied to items to make them move, and make their collision work correctly.
Most ragdoll systems will break if: you don't fine tune them, increase iterations/time steps. Or, if you apply massive forces to joints. Don't expect many physics engines to work well @ <30hz (that's why Tokamak has substeps, have you even looked into that? :)
Twitching can be eliminated!
b.t.w, Check the 'Flat Out' demo, try the ramp jump...I've seen legs & arms on the character stretch if they get caught while the body moves fast.
Tom
Physics libraries are not suitable in situations where you want to manualy move things, by their nature, they need forces applied to items to make them move, and make their collision work correctly.
It's impossible to get any sort of poly->poly
Tokamak convex meshes to static mesh/convex mesh works, but once again, it's a physics engine, not a collision library. Breakages in Tokamak are easy, my ragdoll already flies apart.. of course, then you have lots of limbs twitching like mad and making the whole thing look like a cheap horror movie :)
Most ragdoll systems will break if: you don't fine tune them, increase iterations/time steps. Or, if you apply massive forces to joints. Don't expect many physics engines to work well @ <30hz (that's why Tokamak has substeps, have you even looked into that? :)
Twitching can be eliminated!
b.t.w, Check the 'Flat Out' demo, try the ramp jump...I've seen legs & arms on the character stretch if they get caught while the body moves fast.
Tom