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Re: Physics for a trench coat
[Re: Panther_Studios]
#30453
07/15/04 09:58
07/15/04 09:58
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Joined: Mar 2003
Posts: 5,377 USofA
fastlane69
Senior Expert
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Senior Expert
Joined: Mar 2003
Posts: 5,377
USofA
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Quote:
I have the Commercial Edition.
Let me save you a ton of time: Can't be done; at least not with the Commercial PE and I don't even know that the Pro PE could do it.
Sorry Bro. 
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Re: Physics for a trench coat
[Re: Panther_Studios]
#30454
07/15/04 13:07
07/15/04 13:07
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Joined: Mar 2003
Posts: 4,427 Japan
A.Russell
Expert
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Expert
Joined: Mar 2003
Posts: 4,427
Japan
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Marco's idea is very interesting, but sounds very difficult to impliment. I'd like to see it done though.
I animated a dress using Lightwave's motion dynamics then exported as point animation. Even then, it is very hard getting it so that the material stays out of the rest of the model.
MED doesn't have motion dynamics, so you'll have to look around for an application that will do the job for you.
It would be very nice if Game Studio had motion dynamics built into it. Maybe something to suggest for Engine Future?
Last edited by A.Russell; 07/15/04 13:08.
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Re: Physics for a trench coat
[Re: Panther_Studios]
#30460
07/22/04 02:32
07/22/04 02:32
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Joined: Jan 2003
Posts: 748 California
BHoltzman
Developer
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Developer
Joined: Jan 2003
Posts: 748
California
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Why not assume there is no wind? Then the cape will only move when the player moves. This could be a lot easier to set up then the alternative. You're player will run forwards, turn, and stop. Those aren't that hard to set up animations for as long you're going to use the same animation over and over for these states.
Although, I am assuming you've got access to a cloth simulator, which is a pretty good sized assumption.
Last edited by BHoltzman; 07/22/04 02:33.
I'm not Mr Franklin but I am Benjamin. My avatar partly suites me.
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