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View Full Version : Can I solve physics on bones attached to a BIP?


lude
06-29-2002, 05:38 PM
I would like to "solve" bonedriven clothanimation with some kind of physics. So I would apply motioncapturedata on the bip and let a physicssimulation do all secondary animations on bones deforming the hair and clothes an other loose bones. A solution using only maxbones would be interesting too. Has anyone got a idea?

DiGra
06-29-2002, 06:50 PM
i would give the spring controller a try :thumbsup:

DiGra

lude
06-29-2002, 08:45 PM
Thanks! That seems to be the right route, I fiddled around a bit with it. What version of max did it come with first?

lude

Iain McFadzen
06-29-2002, 09:13 PM
I don't know if you can include a bone in a physics calc directly, but if you can't you could just link a box to the bone and use that instead.

lude
06-29-2002, 09:27 PM
Do you mean the dynamics utility? I guess if you could get that to work you could have the simulation to collide with the body and other cool stuff. Does the dynamics with chains and things like that?

kandyman
06-30-2002, 03:55 PM
or you could try the free simcloth plugin, it's very nice for dynamics, and you could easily drive a few simple box bones with it.

Babybun
06-30-2002, 05:49 PM
I also wanted to use a bones dynamic system for hair and cloth on low poly characters. i've had a look at hard body dynamics on SimCloth but can't seem to get them to link and act like a chain. is anyone has any ideas if this is possible or any links to Tutorials then that would be great!

DiGra
06-30-2002, 05:53 PM
the spring controller was included in r4. there was a version for r3 but it didn't ship with the package.

lude
07-01-2002, 06:40 PM
Do you know whwre I could get this max3 version of spring?

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