Originally posted by JoeW
[B]Hey John,
Hmmmmm - I don’t know if I want to depend on Hash to write a curve-based stiffness tool - I guess I could see it NOT working in so many ways that I don’t even want to ask. I’d be happy to set bones on an individual basis, but then I also understand that you’re thinking about things like tentacles (which, BTW could easily be controlled by a few bones controlling a spline to which the tentacle bones were attached - if that makes any sense). It would be a cool feature…
Another thing that was brought up in conversation here - it would be nice to chose a “root” and an “end” bone for each chain - so that you could specify where the dynamics stop. I would also like to be able to anchor the root and the end, and have the bones in the middle waggle about freely - I’m thinking about hydraulic hoses, ropes tied to objects, chains, etc.
As far as collision, well, I can’t get it to work at all. If it’s supposed to be implemented, I can’t see how. I’ve tried moving objects into the chains, moving chains into objects, setting falloff, etc, etc - no go for me (you must be magic!) - LOL. I’d be interested if you could post a prj file…
If we can get enough people interested in this, it will get fixed. I can see SO many applications for this, I think it would be a hugely useful feature…
JoeW [/B]
Hi Joe. I was wondering if I was getting carried away with the curve based thing. I was thinking that it wouldn’t be so hard for them to impliment seing as they have done a similar thing with hair. All that the program would have to do is to work out where each bone is as a percentage of the chain length and give it a value based on the equivelent channel position. What pit-falls did you have in mind?
I believe that hash are thinking of implementing a spline IK feature. This would make things like tentacles easier but it would be great if it had dynamic physics built in also. I guess that someone has to do a lot of thinking about workflow here.
Is it not possible to set the root and end bones for a chain by detaching them from the rest of the bones before applying the constraint? I have played with having all of the bones in a chain detached from each other and applying constraints to each seperately but it was quite time consuming.
I thought of a root and end attachment feature also. I see time and again people going through great lenths to make this kind of thing work (and it has been done using the wiegts and springs I believe).
I have started a thread at the hash forum with a project attached with working (ish) collision.
Here: http://www.hash.com/forums/index.php?act=ST&f=4&t=2587
Hash has mentioned the possibility of expanding the hair feature so that instances of models can be used as hair (or trees or whatever). If these instances could have dynamic constraints then that would be awsome! Legions of crazy creatures would flood from the hands of Hash users.