Hi everyone,
Feel free to discuss everything concerning dynamics, physics & accurate animations, & all the stuff which belongs to it, like the skinned shader for example.
Took that from the video thread :
Thx Mitch for making a little demo !
Ok, so these last days I'm making some "heavy" tests on skeletons/physics & all that stuff...still lots of questions on my mind !
Could you show us how your geometry file + your special ini file looks like & what exactly you've done to get that animated skeleton collide with the car ? For now, I got some error trying to do the same as you did...
Looking your movie, that guy gets 'skeletaly' animated & then collides/interacts like a ragdoll, once hit, the animation stops & Racer physics engine simulates the collision... that's so cool !!!
Tracked 'Physics' tab issue :
"Failed to load bones & animation for this mesh"
Even though, I have everything ready, tracks reduced, anim file which go with it, etc...
What's the trick ?
Need my new 'sweet' babes to get hit when they're shaking their asses along the track , hahha !
~ ANSWER ?
The trick is the skeleton need 'theoretically' a closed/solid mesh to own a pSkeleton, that's what Modeler will tell you, if you don't do as expected. Still, you could smooth bind a solid mesh but with some other mesh which have been 'combined' to the solid skeletal mesh, but which aren't closed/solid at all !!! (remember that)
In this case, Tracked won't find or won't be able to build a 'physical mesh' which is typically used to do proper collision simulation, so that's the case actually, with my 'real palm trees' which are now simulating wind in the scene, still they could be 'automatically' or 'internally' processed by Newton engine to shake accordingly by a tweakable x/y/z wind variable in special.ini + some other wind related params, but which don't 'own' a 'physical proxy mesh', that's how it's generally called in game engines. So I just drive thru them for now.
That kind of thing, doesn't happen with a simple sphere or box (movables), where in Tracked, you easily attribute the collision/physical mesh to your object (I generally just smooth bind it with a single bone in the middle of the sphere), actually only 2 col meshes scalable are available in Tracked :
0. no mesh / no col
1. box
2. sphere
What I haven't tried, (must do) is to animate the sphere (simple just for testing purposes before integrating something more complex) in 3D & then collide it in Racer to get the results you showed us, so when hit, the simulation takes place (ragdoll/bones) & animation is 'automatically' stopped...?!
Feel free to discuss everything concerning dynamics, physics & accurate animations, & all the stuff which belongs to it, like the skinned shader for example.
Took that from the video thread :
Added a movable body that can handle bone animation and physics
You can see why that could be useful
Thx Mitch for making a little demo !
Ok, so these last days I'm making some "heavy" tests on skeletons/physics & all that stuff...still lots of questions on my mind !
Could you show us how your geometry file + your special ini file looks like & what exactly you've done to get that animated skeleton collide with the car ? For now, I got some error trying to do the same as you did...
Looking your movie, that guy gets 'skeletaly' animated & then collides/interacts like a ragdoll, once hit, the animation stops & Racer physics engine simulates the collision... that's so cool !!!
Tracked 'Physics' tab issue :
"Failed to load bones & animation for this mesh"
Even though, I have everything ready, tracks reduced, anim file which go with it, etc...
What's the trick ?
Need my new 'sweet' babes to get hit when they're shaking their asses along the track , hahha !
~ ANSWER ?
The trick is the skeleton need 'theoretically' a closed/solid mesh to own a pSkeleton, that's what Modeler will tell you, if you don't do as expected. Still, you could smooth bind a solid mesh but with some other mesh which have been 'combined' to the solid skeletal mesh, but which aren't closed/solid at all !!! (remember that)
In this case, Tracked won't find or won't be able to build a 'physical mesh' which is typically used to do proper collision simulation, so that's the case actually, with my 'real palm trees' which are now simulating wind in the scene, still they could be 'automatically' or 'internally' processed by Newton engine to shake accordingly by a tweakable x/y/z wind variable in special.ini + some other wind related params, but which don't 'own' a 'physical proxy mesh', that's how it's generally called in game engines. So I just drive thru them for now.
That kind of thing, doesn't happen with a simple sphere or box (movables), where in Tracked, you easily attribute the collision/physical mesh to your object (I generally just smooth bind it with a single bone in the middle of the sphere), actually only 2 col meshes scalable are available in Tracked :
0. no mesh / no col
1. box
2. sphere
What I haven't tried, (must do) is to animate the sphere (simple just for testing purposes before integrating something more complex) in 3D & then collide it in Racer to get the results you showed us, so when hit, the simulation takes place (ragdoll/bones) & animation is 'automatically' stopped...?!