Gamestudio Links
Zorro Links
Newest Posts
Data from CSV not parsed correctly
by dr_panther. 05/06/24 18:50
Help with plotting multiple ZigZag
by degenerate_762. 04/30/24 23:23
M1 Oversampling
by 11honza11. 04/30/24 08:16
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
5 registered members (alibaba, 7th_zorro, AndrewAMD, 2 invisible), 1,030 guests, and 0 spiders.
Key: Admin, Global Mod, Mod
Newest Members
firatv, wandaluciaia, Mega_Rod, EternallyCurious, howardR
19050 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 1 of 3 1 2 3
Physics for a trench coat #30451
07/15/04 08:15
07/15/04 08:15
Joined: Jul 2004
Posts: 152
Louisiana
P
Panther_Studios Offline OP
Member
Panther_Studios  Offline OP
Member
P

Joined: Jul 2004
Posts: 152
Louisiana
I have a model of a kind of new age cowboy with a black trench coat that hangs done past his knees. The torso part of the coat is a skin but the part that hangs down is a model. How would I be able to let it blow in the wind and move realistically like the scarf that the ninja wears in the PS2's Shinobe.

I think that the hanging down part of the coat would have to be another model that is attached through coding though.

Please help.

I have the Commercial Edition.

Re: Physics for a trench coat [Re: Panther_Studios] #30452
07/15/04 09:57
07/15/04 09:57
Joined: Sep 2003
Posts: 3,236
San Diego, CA
M
Marco_Grubert Offline
Expert
Marco_Grubert  Offline
Expert
M

Joined: Sep 2003
Posts: 3,236
San Diego, CA
That could be done with A6 Pro, but A6 Commercial only has 1 physics entity and you will need lots to move the coat around in a realistic manner. Basically create invisible physics entities and update your coat MDL vertices with the position taken from these invisible entitites.

Re: Physics for a trench coat [Re: Panther_Studios] #30453
07/15/04 09:58
07/15/04 09:58
Joined: Mar 2003
Posts: 5,377
USofA
fastlane69 Offline
Senior Expert
fastlane69  Offline
Senior Expert

Joined: Mar 2003
Posts: 5,377
USofA
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.

Re: Physics for a trench coat [Re: Panther_Studios] #30454
07/15/04 13:07
07/15/04 13:07
Joined: Mar 2003
Posts: 4,427
Japan
A
A.Russell Offline
Expert
A.Russell  Offline
Expert
A

Joined: Mar 2003
Posts: 4,427
Japan

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.
Re: Physics for a trench coat [Re: A.Russell] #30455
07/20/04 07:01
07/20/04 07:01
Joined: Jul 2004
Posts: 152
Louisiana
P
Panther_Studios Offline OP
Member
Panther_Studios  Offline OP
Member
P

Joined: Jul 2004
Posts: 152
Louisiana
Do you think that Newton physics would do it?

Re: Physics for a trench coat [Re: Panther_Studios] #30456
07/20/04 08:42
07/20/04 08:42
Joined: Mar 2003
Posts: 5,377
USofA
fastlane69 Offline
Senior Expert
fastlane69  Offline
Senior Expert

Joined: Mar 2003
Posts: 5,377
USofA
My guess is no. It's a pretty challenging problem you are addressing.

Re: Physics for a trench coat [Re: Panther_Studios] #30457
07/20/04 08:53
07/20/04 08:53
Joined: May 2004
Posts: 31
East London, UK
Paper2Pixle Offline
Newbie
Paper2Pixle  Offline
Newbie

Joined: May 2004
Posts: 31
East London, UK
How about just animating the Model of the tail of the trench coat, blowing in the "wind" (giving it a long sequence so it doesn't look looped in the game), then attach it to the body of your player (I'm no good at scripting but) somehow make it so that when you move foward to top of the tail peice is hinged to the player thus making the bottom of the coat slightly flare back in movement. You could even use a hinge from newton.

Re: Physics for a trench coat [Re: Paper2Pixle] #30458
07/21/04 01:35
07/21/04 01:35
Joined: Mar 2003
Posts: 5,377
USofA
fastlane69 Offline
Senior Expert
fastlane69  Offline
Senior Expert

Joined: Mar 2003
Posts: 5,377
USofA
Absolutly. Then the cape is just an animated model and you can do whatever you want.
It's tieiing in real time physics that presents massive problems

Re: Physics for a trench coat [Re: fastlane69] #30459
07/21/04 06:35
07/21/04 06:35
Joined: Jul 2004
Posts: 663
Wa, USA
BlueFire Offline
Developer
BlueFire  Offline
Developer

Joined: Jul 2004
Posts: 663
Wa, USA
This probably won't help you out much, but here is a link of a cloth simulation demo from some website I found quite a while back. Way too hard for me to learn/do. But the demos are fun to look at. http://apocalyx.sourceforge.net/modules.php?name=News&file=article&sid=2&mode=&order=0&thold=0


May 1, 2005
Re: Physics for a trench coat [Re: Panther_Studios] #30460
07/22/04 02:32
07/22/04 02:32
Joined: Jan 2003
Posts: 748
California
BHoltzman Offline
Developer
BHoltzman  Offline
Developer

Joined: Jan 2003
Posts: 748
California
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.
Page 1 of 3 1 2 3

Moderated by  HeelX, Spirit 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1