cassius Posted October 10, 2011 Share Posted October 10, 2011 When putting a physics body around a character to be animated is it best to make the body big enough to cover the whole character including sword or other weapon which may be outstretched during an anination or should I just make the body fit the trunk of the character. Interested to know how others tackle this problem. Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
Rick Posted October 10, 2011 Share Posted October 10, 2011 I always just do the "trunk of the character" myself. Quote Link to comment Share on other sites More sharing options...
paramecij Posted October 10, 2011 Share Posted October 10, 2011 I also would suggest just fitting the trunk of the character. If you go with just one body, make it fit the average pose volume of the characters body as tightly as possible, otherwise you'll get collisions when you shouldn't, doors will be problematic to go through, walking on slopes will look weird etc etc.. What you can do next, is a body for each limb or attachment (think rag-doll), if you just move these bodies according to bones, you can get more detailed collision data for you to act properly (and that's the tricky part), or if you just move the bones according to bodies you can get some nice rag-doll death animations, if you also throw in some IK system you can then take this to the next level.. Or if you just don't wan't the sword to go through walls etc, you can make a separate body for the sword, make it follow the swords movement, and when it collides, stop the current animation and blend into some kind of bounce back animation (with sound and particle effects). You can also render the sword on top of everything to give this illusion (I use this for my FPS guns and it works well, because they don't extend out much, for swords this might not be such a good option) If you want to perform body part hit detection using raycasts, instead of bodies you can use invisible low poly meshes. Quote Link to comment Share on other sites More sharing options...
cassius Posted October 10, 2011 Author Share Posted October 10, 2011 Thanks for rep;ies. I have had some weird results from time to time. Characters with large bodies tend to push along characters with small physic bodies unless I set mass to 0.0 in which case sword fights become static. Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
Road Kill Kenny Posted October 13, 2011 Share Posted October 13, 2011 On the other hand. If you have a gun and run up to a wall, the gun will go into the wall if your body is not big enuf... bad bad.. But idk what ur making it for Quote STS - Scarlet Thread Studios AKA: Engineer Ken Fact: Game Development is hard... very bloody hard.. If you are not prepared to accept that.. Please give up now! Link to comment Share on other sites More sharing options...
Clackdor Posted October 13, 2011 Share Posted October 13, 2011 I have been using the cylindrical body a little wider than the trunk of the character. I don't really consider that if she's swinging a sword and it happens to pass through a tree or wall that it is really that immersion breaking. Quote Link to comment Share on other sites More sharing options...
Rick Posted October 13, 2011 Share Posted October 13, 2011 I have been using the cylindrical body a little wider than the trunk of the character. I don't really consider that if she's swinging a sword and it happens to pass through a tree or wall that it is really that immersion breaking. I tend to agree with this. I've never had issues with a gun or body going into the wall a little bit. If your gameplay is good enough nobody will care, but I do know some people that go crazy when they see that happen. Quote Link to comment Share on other sites More sharing options...
cassius Posted October 13, 2011 Author Share Posted October 13, 2011 I have considered a cylindrical body but id it falls down a slope wouldn't it roll in an unnatural looking way? Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
Clackdor Posted October 13, 2011 Share Posted October 13, 2011 Do you mean that cylinders would stay rigid when they roll and therefore the character would be stiff rolling over bumpy terrain? I would say that you should never let your body "fall over" and handle it with animations, ragdoll or some combination (no I don't know how to do it, but that is my first thought). Quote Link to comment Share on other sites More sharing options...
cassius Posted October 13, 2011 Author Share Posted October 13, 2011 I like combining physics with my animationa. That way the sword fights are different each time. Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
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