ANIMATION + Physics
Nov 18, 2011 at 12:11am
ANIMATION + Physics
Is there a way of using a animated model within a jit phys world?
I tried to out put matrix out of a model used in the examples but it screwed up everything. Is there a way of keeping the dicts data flowing out of the jit.gl.model while sending matrixoutput1?
Nov 18, 2011 at 8:39pm
there are two common techniques employed in 3D games.
another, more complicated technique, is to create a “ragdoll” structure of phys.bodies and constraints, that lines up with the internal skeleton structure of the model.
i’m not sure what you are asking here. can you restate?
Nov 19, 2011 at 3:57pm
Nov 21, 2011 at 1:48am
you are correct, in order to make an animated model interact with the objects in a physics world, you are going to have to create simple rigid-body shapes that surrounds the pieces of the mesh you want to “make live”.
this process can be facilitated with the jit.anim.node object and the coplynodestoclipboard message to anim.model.
this currently requires that @normalize be 0 on the gl.model, and that no transforms be applied to the gl.render (so no gl.handle attached to the gl.render).
we are also planning some video tutorial content to help explain this process in the near future.
– Pasted Max Patch, click to expand. –
Copy all of the following text.Then, in Max, select New From Clipboard.
Nov 22, 2011 at 12:05am
thanx a lot Robert! That’s all I need to start from. Your patch was really helpful.
I am also working in a kind of first person camera from the patch you posted about a following cam. The way I found was to create a second object in front of the model that is walking and turning, made this second object not enabled, and made the lookat attribute point to it. It worked pretty well but I still found kind of “too much not elegant” (which, by the way, use to be my way on programming).
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