I'm attempting to make use of this great physics engine in my game and have been learning the ins and outs.
I've implemented a ragdoll (torso, 2 arms, 2 legs, head), skinned it by rendering my sprites using the ragdoll bodies positions/rotations, and now I'm at the difficult part of creating a hierarchical keyframed animation system. I have done key frame
skeletal animations before. I've never connected it with a physics system however.
My biggest concerns are how nicely the two will play together. My current plan is to do the skeletal update first then the physics update to nudge the parts around based on the impulses/gravity/other entities acting on it. So, for each body
in the ragdoll I'll get the keyframes for the animation's timestep and then calculate the final position via linear interpolation. Then I'll set the body's position to that point. After all the bodies are in the positions that the animation says
they should be in I will update the physics simulation to allow it to do its magic.
I'm afraid it may cause fighting between the animation and simulation on where each body should be located and cause chaos.
What are your opinions or thoughts on the implementation and interaction with the physics system?