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Softbodies


ecksile

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Is it possible to give something a collision and soft bodies so that instead of animating it do something in blender it will just use the games collision and gravity to animate itself?
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havok objects with joints do that.

 

When you drop certain clothing on the ground it bends and moves and reacts to the gravity of the game world, and bends according to how the joints allow.

extract and take a look at some of the clothing 'Ground-Objects' they are called. The ones that have joints are the ones that can flex and stuff.

 

There is NO squash or stretch (atleast not with this method) but you do get basic bone behavior. The ones im thinking of just use 2 bones, hinged at the middle, they are box-shaped... i would imagine you could make a complex object with many dangly-bones that just sort of flops around... if thats your kind of thing

 

not sure about actually having things be 'soft' or squishy, that sounds like it would require significiant physics programming.

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I did notice that about the ground models. Wasn't sure how it was done though never looked into it. ill have to take a looksie. Its more or less for clothing that would surround the body (like a cape or something) and would be sleeveless so when you equip a weapon instead of the your arms clipping through the mesh they instead push the mesh out of the way. Also when you would jump or run the mesh would kind pull back or open up type of thing. It could also work well with hair mods and possibly straps for guns or backpacks or any kind of loose clothing that might flail around with player movement.
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ah.

 

the havok objects we have available are AFAIK not possible to be attached to a player model.

 

so anything like hair or cloth simulation would have to be hand-animated..

 

You might want to look into the Oblivion mod that adds Hair with bones in it, its ponytails that swing around and stuff... i dont remember the name but it has about 12 different wigs each has its own hairbones that move around and dont clip... didnt play with them enough to remember if they were keyframe animated beforehand, or if they actually reacted to physics...

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Yes i was looking at that one as well and i figured that was the case. Their was one other thing. The reason i wanted the soft bodies was so the animation was more fluid looking rather then seeing the same animation every time. In oblivion i somehow managed to get the player to use 2 different block animations I'm not sure how i did this but would it be possible to allow the object to look in a folder full of animations and choose one randomly to be played. Just to add more variety to the movement of the object compared to the player. If i remember correctly I just had 2 block type animations one was named correctly and one was named something else. But it still used them both. Oh and they where both in the special animations folder which if i member reading correctly any animations in that folder where always chosen to played randomly. Also do you know how to make a special animations folder?
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i wish! I havent delved into custom anims yet but AFAIK you can only overwrite existing... although thats not technically true if you are really really crafty.... and im only somewhat crafty...

 

 

If your animations are not pre-animated, then you are talking about realtime animation, which requires an advanced physics and kinematics solution, such as Euphoria or NaturalMotion's 'endorphines'. That is outside of the scope of the GECK and not possible w/o massive financial and programming investment.

 

Havok is present in this version of NetImmerseGamebryo/GECK, however AFAIK its only HavokPhysics, not Havok Cloth. Check out Havok Cloth, that what you are looking for:

havok Cloth

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:ohmy: How do you know all this stuff?!?!?! Are you a computer?!?! DON LIE! but fer shure ill take a looksie into that thank you very much kind sir/computer!
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hmmm... trying to get into that business. Heard its kinda hard but i know some people that know some people ^^. What company you work for?
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its a very competitive industry. If you are looking to get into a small production studio, usually having broad range of skills is the best hope. But if you are looking to apply to a large scale studio that employs 100+, you need to specialize and be good at only one or two things.

i work for DE, who are currently working for 2K Games

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