View Full Version : Rigid Body Solvers and Bones, can it be done?
DougG 11-08-2002, 02:38 PM I have a model that I applied bones to and was wondering if it was possible to apply physics to the bone system, in turn affecting the skin on top. Any help would be greatly appreciated
JoKeR
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svenip
11-08-2002, 02:56 PM
why not use the bound skin as a goal for softbodies or similiar. would be hard to control but possible.
what kind of surface you wanna simulate ?
DougG
11-08-2002, 02:59 PM
I wanted to use the rigid body solvers to throw around the character model similar to ragdoll physics in ut2003 and in other games
svenip
11-08-2002, 03:05 PM
i don't play those games :) so maybe you can desribe it more detailed ???
DougG
11-08-2002, 03:10 PM
Sorry hehe, I just meant that say I wanted the character model with the bones system to realistically crumple to the floor with gravity fields etc
svenip
11-08-2002, 03:14 PM
ahh ok, now i understand. you don't wanna apply dyn to the skin, just to the bonesystem.
hmm, ok. what about using little primitives (turn off the rendering flag for them) as controls for the charsetup !? you could make them dynamic and use fields etc to drive them.
example for the arm. create a little polybox, parent the IK handle to the box and make the box dynamic.
it might be complicated with a full system of IK and FK Controls. but possible for sure.
DougG
11-08-2002, 03:41 PM
wait so instead of using bones I could setup long slender boxes to simulate bones and then parent them to character somehow to mimic bones?
if so how exactly would i go about that?
svenip
11-08-2002, 03:42 PM
better use the bones to assure the connections between the parts i would say.
all controll elements should get a dynamic object to which they are connected
DougG
11-08-2002, 03:53 PM
ahh ok I think I'm finally getting it, so make the boxes the parent to the bones and then make the boxes dynamic.
That would be awesome, so the boxes drive the bones, which in turn drive the actual character model. Is that how it works?
svenip
11-08-2002, 03:57 PM
do not parent joints to the boxes. better use the control elements of your setup to parent to the boxes.
never tranlate joints themselve, only rotate.
DougG
11-08-2002, 04:10 PM
ok thx for your help I appreciate it
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