Rigid Body Dynamics for Video Games: Calculating Velocity Vectors

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SUMMARY

This discussion focuses on calculating velocity vectors for rigid body dynamics in video game development, specifically for a character utilizing ragdoll physics. The user employs initial velocity vectors to determine joint positions but faces challenges with angle restrictions between joints. The solution involves using the formula v_i = v_{ref} + \hat{w} \times (r_i - r_{ref}), where v_{ref} is the reference point's velocity, r_{ref} is its coordinates, and \hat{w} represents angular velocity. Understanding the axis of rotation and angular velocity is crucial for achieving realistic motion.

PREREQUISITES
  • Understanding of rigid body dynamics in game physics
  • Familiarity with velocity vectors and their calculations
  • Knowledge of the vector cross product
  • Basic principles of angular velocity and rotation
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  • Research how to determine the axis of rotation in rigid body dynamics
  • Learn about angular velocity and its application in game physics
  • Explore advanced techniques for simulating ragdoll physics in Unity or Unreal Engine
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Game developers, physics programmers, and anyone interested in implementing realistic motion and dynamics in video games.

Vasco_F
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Hi,

I'm developing a video game, in which I'm making a charactar with rigid-body physics (sometimes called "ragdoll" physics). The way I've made it is probably not completely realistic, because I only use velocity vectors to calculate the position of each joint of the "ragdoll", based on an initial velocity vector applied to a joint. If you want to check it out, you can download it http://mega.ist.utl.pt/~vbfr/Ragdoll.zip"

The way I do this is illustated in this image http://mega.ist.utl.pt/~vbfr/noangle.png"Anyway, the problem I have now is how to calculate the velocity vector of joints that make an angle that is restricted (an angle that shouldn't get any bigger, for example). Please see this simplified diagram that illustrates my problem: http://mega.ist.utl.pt/~vbfr/angle2.png"

In the diagram, how should I calculate vectors v1 and v2? Note that in the diagram, the entire body should be rigid, because of the angle restriction.

I would truly appreciante any help on this...
 
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If I understand the problem correctly, that the indicated angle should remain constant? Then solution is simply;

\vec{v} = \vec{v_{1}} = \vec{v_{2}}
 
That's what I though at first, but that's not correct because the whole body should rotate, until the rotation stabilizes when the body is in kind of a horizontal position (I don't know how to explain it better but if you don't understand I'll draw a diagram). Imagine you have something shaped like a "V" on a table and you drag one end.
 
The motion of a rigid body can be specified by giving:

1) the motion of a specific point (pick a point, say for instance point 1, and use it as a reference).

2) the angular velocity of rotation (done by specifying an axis of rotation and an angular velocity, i.e. a vector \hat{\omega}.

The formula for the velocity v_i of any point with coordinates r_i will be:

<br /> v_i = v_{ref} + \hat{w} \times (r_i - r_{ref})<br />

v_{ref} is the velocity of the reference point
r_{ref} are the coordinates of the reference point
r_i - r_{ref} is the difference in coordinates between the reference point and the arbitrary point r_i which has the velocity v_i.

Hopefully you are familiar with the vector cross product, if not try reading

http://en.wikipedia.org/wiki/Cross_product

and ask questions as needed.
 
Thank you!

I just didn't understand one thing, how do I know what's the axis of rotation and angular velocity?
 

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