Re: [Algorithms] Kinematic Collision
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From: pontus b. <her...@ho...> - 2009-09-14 08:05:07
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Hi, thanks for your reply! > Date: Sat, 12 Sep 2009 20:56:56 -0700 > From: jw...@gm... > To: gda...@li... > Subject: Re: [Algorithms] Kinematic Collision > > First: Fighting games are somewhat special. I wouldn't expect you can > use a "standard" character controller for that. > > However, in general, you'll want the animation to be driven by the > movement, and not the other way around. Each frame, you determine how > far you've traveled since the last frame, and forward the animation an > appropriate amount to avoid foot sliding. (The animation is marked up, > or you measure this based on certain named bones). Not sure exactly how this would benefit a fighting move though. Where would the initial movement come from if not from the animation? > Now, you have another problem with fighters: that of an irresistible > force hitting an immovable object. You *can* play back animations as > force constraints on a rigged character/ragdoll. It doesn't have to > look sloppy, if you use enough force in the joints, and also a little > bit of look-ahead to get the velocity as well as the position right. > Don't know if it's good enough for a fighter, though. If I understand you correctly this is exactly what I did my candidate thesis on, converting animation data into forces which are then applied to a ragdoll which correspond to the rig. I never managed to get it looking as well as I'd like though I only tried with explicit integration medthods, and an implicit method would probably lend itself much better to this. > The problem then is when the character runs into roadblocks that > simply aren't in the animation. You might want to apply a limited > amount of force (enough to get going with super-human speed, of > course), and if the limbs are too far out of place after a while, > cancel the animation/attack -- you probably tried to punch a mountain > wall or something similar. And once you start to integrate animation > and physics even more, you might start expressing animations as > "desires" -- "I want to land my left fist on his nose in 400 > milliseconds, and I think it will be *there* at that time." Similar to > Natural Motion / Endorphin in real-time, with player guidance, > perhaps. Maybe I should look into endorphin, kind of pricy though if I remember correctly. Pontus > > If you or anyone else learn anything more about this, I would be very > interested in hearing about it! > Sincerely, > > jw > > > > On Sat, Sep 12, 2009 at 2:13 AM, pontus birgersson > <her...@ho...> wrote: > > 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. > > ------------------------------------------------------------------------------ > > Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day > > trial. Simplify your report design, integration and deployment - and focus > > on > > what you do best, core application coding. 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