Re: [Algorithms] Kinematic Collision
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From: pontus b. <her...@ho...> - 2009-09-12 09:13:38
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This thread is really interesting (or was up to a point). Before it dies down I'd like to ask for some recommended reading. This is something that I find a true pain whenever I start a new project because there's animation and there's physics and they both want different things and are VERY rigid in how you can use them. In my experience which mostly dealt with fighting games, the attack animations will include a player translation which needs to be exact in order for it to look good, i.e. I must use translation on individual frames and NOT apply a force which delays and smudges movement. The animation being translated first poses the problem of not letting the player’s world position go out of sync with its pelvis (root joint) so various spatially based algorithms don't get thrown off. This can of course be solved by tricking around with spatial delta for each animation key frame and applying the correct translation/rotation on a per frame basis. After this step I end up taking the transformation from the pelvis bone on that particular key frame and instead apply it directly to the entity world position. When I've done this it feels like I've effectively contradicted the way I'm allowed to work with physics simulated objects though. Unless the physics integration method is an implicit one, as far as I understand it, I'm not supposed to move the object using translation, only by force or suffer the hell that is unstable physics... So if that's the case, and do point out if I'm wrong, what does this character controller that I keep hearing about do differently from this that make physics and animation, not only speak the same language but also like each other? Regards Pontus Birgersson _________________________________________________________________ Med Windows Live kan du ordna, redigera och dela med dig av dina foton. http://www.microsoft.com/sverige/windows/windowslive/products/photo-gallery-edit.aspx |