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Re: Ragdoll Physic
[Re: Childair]
#97955
11/08/06 17:23
11/08/06 17:23
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Joined: Jul 2001
Posts: 6,904
HeelX
Senior Expert
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Senior Expert
Joined: Jul 2001
Posts: 6,904
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It is possible to create a skeleton controlled by the A6 physics engine by the use of hinges and balls. Then you can apply it to a boned mesh. It's just work.
Last edited by HeelX; 11/08/06 17:26.
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Re: Ragdoll Physic
[Re: HeelX]
#97959
11/08/06 18:31
11/08/06 18:31
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Joined: Oct 2006
Posts: 873
Shadow969
User
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User
Joined: Oct 2006
Posts: 873
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Quote:
"Then you can apply it to a boned mesh."
As I said, you can apply the physics skeleton simulation onto the boned model. So you have _one_ model but with a bone skeleton. This has an advantage (visually) over sub-meshes, naturally.
i tried doing this with Newton, first i created a skeleton with different models and then i tried assigning each models' angle to bones angle, but it behaved strange Have anybode done this successfully?
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