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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.

cape01.jpg

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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

chainblues.gif

 

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That's a pretty good result.

So, for the game engine, it has to be rigged with bones and SimCloth won't work, right?

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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.

 

 

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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

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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!

compent.gif

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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.

:D

 

 

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  • 2 weeks later...

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. :D.

harmexp.gif

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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.

 

 

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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.

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