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Deformable Ragdoll 2.7. [Hairy Mike]

Image:
screenshot of the scene

Author: EPR_89

Group: Default

Filesize: 1.32 MB

Date added: 2010-08-03

Rating: 5.6

Downloads: 10433

Views: 1859

Comments: 25

Ratings: 4

Times favored: 1

Made with: Phun

Tags:
Mike,
realistic,
ragdoll,
deformable,
hair

Scene tag

A absolutely unexpected and moreover totally not in the least foreseeable twist in the plot of Mr Jameron's film required Mike to change his style a bit. Also, the reporter doesn't like bald heads. (Take that Bob!)
Prepare yourself to meet Mike with

TADADADAAAAAAAAAA

hair!:o
It's the same concept like in my early haired Bobs, so it will move when he moves.

I also changed his feet a little bit. I assume you won't notice it when you play around with him, but during testing I thought it worked better that way.

As always:
B erases the blood
and if you want to make him jump (the way he did in his stunt) just select him as a whole and assign your desired buttons for the directional controllers. I adjusted the motor strenght for you.

Please credit me if you use him in one of your scenes.

Have Phun!
And don't forget to comment and rate!

_____________________________________________________-

Update: I changed the weight proportions. Before that each arm weighed about 7 kg because every body polygon had the same density. It gave me an easier time adjusting it during the test phase. Since I am done with that I changed the weight to realistic proportions. Overall he weighs about 66 kg (before ca: 70kg).
I aslo updated the ragdoll on the new bike (with helmet).
Last edited at 2010/09/17 01:18:33 by EPR_89
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Awesome 10/10! I also have some suggestions-
1. Try making the hair pullable so that your can rip it off (I'm a torture fanatic btw ^-^)
2. Try to focus more on the details.
3. Weapons?
1: Simply assign a hinge break limit to the hair. It is grouped that way in order to make it easier for you to adjust it the way you want to.

2: What details for example? I think he has enough now (at least when it comes to the face).

3: I'm not good with scripting. So guns will be tricky. A further problem is that he uses many collision groups. But maybe I will include a few weapons in subsequent scenes. Of course, you could try to make some for him as well.
Last edited at 2010/08/04 12:50:31 by EPR_89
His butt is big hehe! :lol:
Last edited at 2010/08/06 23:33:26 by Mr. moo moo4
Actually it's just well trained. Every well trained butt looks that way, seen from that angle. It may seem big, but that's entirely because of his classy, tight jeans.

I'm going to tell you a story about these jeans:

Rumour has it that the man we know as Stuntman Mike spent a whole month in an Aaskan river during an especially cold December in order to make them fit that perfectly. It is also said that a man many people know as Chuck Norris went there with him, but had to get out after three weeks already because, quote: "He felt a little uneasy because his left foot had turned black on the second day,". What a wimp! When Mike got out he was black all over his body! And that's the truth!
And that's why Mr Norris' jeans doesn't look as classy as Stuntman Mike's....... According to this rumour.
Last edited at 2010/08/07 03:27:07 by EPR_89
Are you the creator of bob?:o
Yes, I am.
can you make bones on him???????????:) :) :) :) :) :) :) :) :)
I don't think that this would work very well. Actually I even think that it is impossible with a realistic scale.
The realistic size made it necessary to use pretty small parts being involved in this ragdoll. Since it also has a realistic weight I had to use a high density on these parts. Phun has problems with the collision detection of small and dense things. I've tested it so that the design works reliably the way it is.
If I used bones as well this would lead to even smaller parts, especially in the joints. And the joints are the last parts of a ragdoll where you want to have collision detection problems. Additionally I would have to use very thin parts for the skin, so that it does not interfere with the bones. Phun only has 7 collision groups and I need one for the body and the head and at least four for the limbs.
I tried to make the structure work like a hybrid of bones and muscles. Together with the other things I wanted to achieve in this ragdoll I believe this is the best possible result.
if i could without any problems would i have to give you credit?
I think it would be appropriate if you credited me for the "hull" in the first scene that you publish with it, if you use my ragdoll to work with. That would be enough.
Last edited at 2010/09/26 03:23:03 by EPR_89
great, only the head bends back at a weird position somtimes, but still 10/10
EPR_89, I really dont favor Mike because he doesnt have the same breaking action as Bob. When I drop Bob, his legs shatter, (Which I like to see :devil:) but when I drop Mike, he just bends his legs and bleeds :grr:
I know what you mean. I will see if I can work on that. When I'm done I will upload a file with this Mike version, the new Mike and Bob so that you can compare them easily and tell me if I'm heading in the right direction.
Last edited at 2010/10/07 09:00:06 by EPR_89
Mmmk...
It might take a while, though (damn exams).
KNOW WON WILL REPLACE BOB!!!!!!:mad:
@EPR_89 I feel you man... I feel you there...
Hey, have you ever thought of adding blood to the legs and arms?
Yes, but it would lag like hell to have that many colliding parts, unless you have a monster of a PC. Basically it's not hard. Just copy the blood from the body inside the legs, dlete the particles that would be inside the leg polygons, make the ones left collide with the group of the limb and finally move it to the correct visual level.
Ahhh I see. Any word on when you'll be done? I'm off for Christmas! Finally I have somemore time to get on Phun!
Hell of a busy time for me. I really don't know when I'll be done or how the result will look like. At some point I even thought about making an entirely new ragdoll. But right now I'm preparing for my final exams this semester and during the holidays I will have to prepare for my Muay Thai class in the summer (I'll finally be a coach!:D ). I'll try my best to not let you down, but I cannot make any promises. Sorry.
I take it that you've given up? Sorry i'm commenting just now. Congratz on being a coach now! I don't blame you though.
Last edited at 2011/03/12 07:35:49 by DC-Roussey
I will never give up!!!
I will only have to finish my final paper for the Winter semester (probably next week) and then I will have some time to try things out. Actually, my Muay Thai classes helped me a lot in understanding the human body. I will see if I can use that to improve the final ragdoll and make it more stable than Mike, especially the elbows and legs.
Last edited at 2011/04/08 13:18:01 by EPR_89
Hey, are you still around?
Yep. :coolgrin:
Today I wrote a test in Old English (terrible stuff) but that means I finally have a few weeks off. So I'm going to start the new one. No date of publication, though. It's done when it's done. I really want it to look cool and be as reliable as Bob... And I have to think of a new name and background story.


I'm totally gonna use this comment to post updates on the new ragdoll. The first prototype (torso, arms and legs) is done. It's in no way polished and neither the joints nor the design are perfect. I'm still not sure about one specific decision regarding the back. I will make it during testing. It's probably not going to take very long now. Just had to get my backside moving and get the university stuff out of the way. :)

Seems like today's the day. A bit of tweaking and a new one will be up.

A few problems with the joints. I'll make sure that they work properly before uploading it.
Last edited at 2011/09/27 01:57:31 by EPR_89