I want to realistically rest one character on another while the top character can still animate? (to simulate a struggle to get out)
I want to achieve a "struggle" effect where the top character can still punch with his arms and rotate his torso (via my programmed controll system) while the lower player is picking him up "potato sack" style. (bodyweight of the picked up person is resting on the shoulder of the bottom person)
Here are the 2 options I am pondering:
option 1.) Animate a "lifeless/drooping" top character that can blend with other animations like punches/etc... so basically, the top player will be drooping over via animation that can blend with other animations. This is all done with the top player being attached to a a point on the bottom player (shoulder in this case). My main concern with the animation route is player collision. I don't want to have the top player's polygons go through the bottom player's polygons b/c the animations overlap. I have not done animation involving two characters, so maybe the polygonal collision system would stop the animations from going through each other. I may have to research it more if I go this route, but would like to know if its plausible before looking into it further.
option 2.) turn the top player into a ragdoll whose bone is attached to the bone of the bottom player (shoulder bone). I don't know how to get the top player to punch though, as I may have to make 1/2 the body ragdoll and 1/2 the body animated. The reason I thought of going a ragdoll route is that it seems like a good system for a game that involves throws/leverage type of character interaction.
All in all, I have to look at the Newton and 3dgamestudio game engine's abilities. The normal versions of 3dgamestudio don't seem to allow more than one physics entity in a scene at a time, but I'm not sure how that applies to newton, and I'm problably going to get the professional version anyway.
I just wanted to see if any particular method of acheiving this effect jumped out in your mind so I could have some guidance. I will figure out a way of acheiving what I want with this game, but I'll take all the guidance/advice I can get.