|
|
Re: Enabling physics on bones?
[Re: HeelX]
#133122
06/03/07 01:04
06/03/07 01:04
|
Joined: Sep 2002
Posts: 8,177 Netherlands
PHeMoX
Senior Expert
|
Senior Expert
Joined: Sep 2002
Posts: 8,177
Netherlands
|
Quote:
The whole thing is relatively easy compared to the bone movement and rotation, because bones are driving me mad - remember that each bone (no matter which position it has and which rotation has a 0,0,0 rotation and a 0,0,0 position when resetted. This is absolutely weird and makes everything more complex as it has to be.
It's easier when you work with the kind of animation cycle the character goes through, instead of trying to match everything to the exact correct angles.
I don't know in which cases you use the physics on bones, but usually you won't even notice a slightly wrong 'morph' into physics entities when the player get's blown up and the body moves accordingly into the air or when shot back because of a shotgun burst.
There are a few key positions you have to figure out doing. Obviously a crouched enemy or player that needs ragdoll physics effects can't suddenly be standing upright the moment the physics become active and then go down using physics after being killed.
I'd really like the angle thing to change though, it does make things uncomfortable,
Cheers
|
|
|
|
|
|