Re: [Algorithms] Kinematic Collision
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From: Jon W. <jw...@gm...> - 2009-09-14 16:23:44
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pontus birgersson wrote: > > Physics. Because you wanted to include a physics engine. If you don't > > use a physics engine, you don't have that option. > > Your reasoning seems to be from the perspective of reaction to an > attack e.g. one character punches another character transfers a force > upon that character which moves him and when doing that the > appropriate frames of some animation will render. This makes perfect > sense and is definetly an interesting solution to try out. > No, my reasoning is from the attacker's point of view: Attack -> intent -> physics -> movement -> animation. > However I'm more concerned with movement of the character that is > throwing the punch, because the punch may be extra ordinary and in > order to look good the character needs to be translated in a precise > and non-linear fashion. When this is the case, the force based move is > really hard to get exact enough because of it's smooth nature. > Agreed -- a hard case. You could key the animation on movement of some bone that you specify (the fist, say) -- or just do what you said: drive a ragdoll using animated forces, and make sure that the integrator and/or kinematic controller makes it look good. Sincerely, jw -- Revenge is the most pointless and damaging of human desires. |