KiCHo666 Posted September 17, 2016 Share Posted September 17, 2016 (edited) Hi!I'm asking because I use a test cell in GECK to test out ragdolls since testing that way is much faster than going in/out of the game.The reason I'd like a higher framerate is because physics is tied to the fps, so ragdoll that behaves normally in GECK might go haywire once in game that's running at 60 fps.Geck runs at 20-30 fps, AFAIK.Is it possible?Thanks! Edited September 17, 2016 by KiCHo666 Link to comment Share on other sites More sharing options...
RoyBatterian Posted September 18, 2016 Share Posted September 18, 2016 I'm not sure if GECK honors iPresentInterval , you could try turning it off and see if it works. Link to comment Share on other sites More sharing options...
KiCHo666 Posted September 18, 2016 Author Share Posted September 18, 2016 (edited) Already tried that, not working. :/Gah, this is so aggravating! I have new mr. handy's ragdoll and it worked great in GECK, but in game it goes crazy.Funny thing is, if I use "sgtm" console command to slow down time, the ragdoll works great even tho framerate is still 60 fps.EDIT: Ok, I've managed to fix it. It makes no sense, but it works. Had to move 2 specific constraints 2 units away on the X axis. Edited September 18, 2016 by KiCHo666 Link to comment Share on other sites More sharing options...
mindboggles Posted September 18, 2016 Share Posted September 18, 2016 Those Mr Handy's skeletons are riddled with hinge constraints so I'm not surprised it's been going crazy. Nifskope only aligns Havok A to B for one plane but not the 2nd and if they are slightly out the ragdoll goes beserk. Link to comment Share on other sites More sharing options...
KiCHo666 Posted September 18, 2016 Author Share Posted September 18, 2016 Oh, yes. Those hinge constraints were so annoying to figure out, but I've managed to master them (more or less) :PHere's an image of what was bothering me and how I solved it:http://puu.sh/rfmbN/1d339328ad.png I've added additional rigid bodies to Mr. Handy's sensors to allow for more movement freedom as seen in animations it's using. Two side sensors were troublesome and while their constraints were at 0, 0, 0 position, they went crazy at higher framerates. This way they work correctly.Hope it'll help others.Of course, if someone has another way of achiving it, I'm more than happy to hear it! :) Link to comment Share on other sites More sharing options...
RoyBatterian Posted September 18, 2016 Share Posted September 18, 2016 I was testing something yesterday with sgtm 2 and 3, oh the humanity. :D Link to comment Share on other sites More sharing options...
mindboggles Posted September 18, 2016 Share Posted September 18, 2016 I tend to avoid the hinge constraints as much as possible, most of the time you can get away with a heavy modified ragdoll constraint and get it to cover an angle range of 180. A lot easier for the blood pressure to work with. Perhaps if we ask nicely Jownd7 might be kind enough to work on it? There is also absolutely no visiual representatiom for prismatic constraints which is a shame, they work in FO3 and NV but are almost impossible to setup. Link to comment Share on other sites More sharing options...
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