Madfox Posted October 2, 2020 Share Posted October 2, 2020 I made a model, and attached a Cape to it. When I made it I wanted it to drag around the model. As I'm not so familiar with the Flag and Pole, I used just a part of double vertices to use as Cape. I divided all the sides with a lead_bone to use a necklace and the lower (divide bones) part called leadbone, and a first bone to change the secondary part, to be able to lengthend the falling parts. My first model attempts were based on this setting. Later I thought it would be good to use the Dynamic Attachment to the lower part of the Cape. I used only the lowest bone for dynamic Attachment and add an inforcement of 15%. Before I did this I changed all the secondary bones into attached bones. My model looks more realistic now, only the Cape falls through the model. How can I change this behaviour of the Cape, so it holds the model into a deflector mode? I tried to add a deflector to the model itself, but the poses keep the same error. Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted October 3, 2020 Hash Fellow Share Posted October 3, 2020 First, is it possible to re-export that as quads only? That triangular mesh is like asking for bad results. Quote Link to comment Share on other sites More sharing options...
Madfox Posted October 3, 2020 Author Share Posted October 3, 2020 I could do so, but then the model export to the game engine would be destroyed. I could also do this after the squads are convered to triangles. Earlier attempts with squads returned a deluded result. I found a workaround for it by moving the Cape forewards, but it needs lot of adjustments. http://home.kpn.nl/lo2kf8/quake/models/chainblues.gif Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted October 3, 2020 Hash Fellow Share Posted October 3, 2020 That's a pretty good result. So, for the game engine, it has to be rigged with bones and SimCloth won't work, right? Quote Link to comment Share on other sites More sharing options...
Madfox Posted October 4, 2020 Author Share Posted October 4, 2020 My first impression was that the Cape would be well imployed around the model. So l used un connected bones and dragged them around the model. Then I attached a dynamical attachment to the lowest bone. To make it reach the whole bone I attached the bones. But then the Cape fell over him so I had to make his back smaller. If I reorient some bones the model starts looking good. If I use sim_cloth on a model with the cloth.mat and deflector.mat in materials, the cloth.mat always keeps a distance to the deflector.mat. Not as the flag example, but I think the small pole stick is easier to fall on than a multi shape model. Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted October 4, 2020 Hash Fellow Share Posted October 4, 2020 1 hour ago, Madfox said: If I use sim_cloth on a model with the cloth.mat and deflector.mat in materials, the cloth.mat always keeps a distance to the deflector.mat. Is that bad? You can set the cloth distance very low. 0.5cm can work Quote Link to comment Share on other sites More sharing options...
Madfox Posted October 4, 2020 Author Share Posted October 4, 2020 It's not bad, but for getting the arms come through right it akes some precaution. When I attached a cloth it always keeps a distance of 5cm. I have seen some examples of the cloth, like "Diana goes to the poole"" and it were not the easiest way for understanding. I"ve got my model ready now, it's a bit chunky! Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted October 4, 2020 Hash Fellow Share Posted October 4, 2020 that looks successful! The Sim Cloth collision tolerance is set in the Chor properties. The number is in cm. Quote Link to comment Share on other sites More sharing options...
Madfox Posted October 12, 2020 Author Share Posted October 12, 2020 Here is a small view of the character in game. 😊 2 1 Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted October 12, 2020 Hash Fellow Share Posted October 12, 2020 An old-fashioned, two-fisted organist! Quote Link to comment Share on other sites More sharing options...
itsjustme Posted October 12, 2020 Share Posted October 12, 2020 Nice! Quote Link to comment Share on other sites More sharing options...
Michael Brennan Posted October 14, 2020 Share Posted October 14, 2020 Looking cool Madfox! Interested in hearing what ominous music will go with the animation. 🎶 I've always been a fan of "Rachmaninoff Prelude in C Sharp Minor" used in the game "Dark Legions" from back in the DOS days. Quote Link to comment Share on other sites More sharing options...
Madfox Posted October 28, 2020 Author Share Posted October 28, 2020 That's a fine way to learn the organ playing, Michael . I'm practising a bit, but this goes still a bit faster I can manage. Decided to use the Newton Fysics explode on the organ, so the ogre can smash it with its axe. . 1 Quote Link to comment Share on other sites More sharing options...
Madfox Posted October 30, 2020 Author Share Posted October 30, 2020 Is there a manner to keep the exploding parts within a certain range? I know there is a "create a start and end hull" statement. What I search for is that the debris stays within a smaller range. Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted October 31, 2020 Hash Fellow Share Posted October 31, 2020 How about an invisible container? A regular "static object" they can't pass through but it is 100% transparent. Quote Link to comment Share on other sites More sharing options...
Madfox Posted October 31, 2020 Author Share Posted October 31, 2020 I tried a transparent sphere as static object , but the debris passes through. Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted November 2, 2020 Hash Fellow Share Posted November 2, 2020 On 10/31/2020 at 12:35 AM, Madfox said: I tried a transparent sphere as static object , but the debris passes through. Hmmm. The Ground plane somehow stops it. Quote Link to comment Share on other sites More sharing options...
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