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View Full Version : A Collision question - 2 character sword fight..?


Simtub
12-13-2003, 12:43 AM
Hi all,

I'm trying to animate 2 characters having a sowrd fight using character studio setting up 2 bipeds with props.

what im wanting to do is say when the characters clash with their weapons, i want the the scene to detect automatically that there is a collision between the swords upon impact so that i dont have to keep on shifting the keys to stop the weapons sinking into each others mesh when im animating bits... having some sort of collision detection would makes the whole animtion smoother whenever there is a sword clash because at the moment, the keyframe method doesn't look at the slightest smooth...

any suggestions?

Also, how would you simulate a cut on the characters mesh if he was suddenly sliced ...because ive physiqued the whole mesh so i cant suddenly animate a deform in the mesh right?

Hope im explaining myseld properly

Any ideas folks?

thanks

BrandonD
12-13-2003, 01:28 AM
Hehe, welcome to the world of animation.

treed
12-13-2003, 03:15 AM
Yup, BrandonD is right. It takes time to create anything realistic in CG.

Grayson
12-13-2003, 05:27 AM
ok, off the top of my head I think there my be a work around for your problem.

What I'm thinking is some kind of collide rig for swords hitting. It would involve a position and look-at constraint for the hands of your characters.

You just place the position targets for the hands and the actual collision point with the look at targets. During a non-collision movement the weights of those constraints wil be off. Then as they go to hit you just ramp up the weights and it will looks the hands to where you placed the targets and will point at the look-at targets.

This may be some what if a kick in the ass to set up but if my theory is correct it should work; and you could even do moving collisions and have the swords sliding against each other.

(This may not even work...I'm just thinking out loud)

As for the slashes; thats would just be a morph in your modifier stack. You should be able to put it above or below your physic depending on your methods.

zukezuko
12-13-2003, 05:54 PM
Slices on the mesh should be morphing,
but you should have done it before the setup.

One must be a scientist to setup something like this Grayson,
i think keyframes is the easyest way to go pal.

DrQuincy
12-13-2003, 06:15 PM
You could start by setting up a Rigid body dynamic simulation using Reactor (providing you have either purchase reactor or got max 5+).

Although in it's on right this will not suffice you may be able to use it as a starting point.

Rockin
10-04-2005, 10:01 AM
Hi,
I'm having the same trouble as Simtub
since this was back in 2003, I figured it may be possible to get a better result with today's techniques.. maybe something to do with wires?

I have little experience with wiring, so could anyone help?

azozel
10-04-2005, 04:26 PM
I'd just setup some dummy swords to animate with and apply a boolean to them that way if they collide through the animation you will see a huge chunk missing.
Then when it looks like you wanted replace the swords back and your done.
It sounds like a complex animation and might be a bit tedious.( Well actualy if you don't like tedious the I'm sorry brother but animation isn't for you.)

But hay give it a shot and let us know how it works.

Rockin
10-05-2005, 11:09 AM
Well actualy if you don't like tedious the I'm sorry brother but animation isn't for you.

Looking for things to mke life easier doesn't mean I'm lazy. I'm willing to put as much work into a project as I have to but sometimes a good setup can save you lots of hours of unneccesary work.

Thanks for the booleans tip, waiting for others too!

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