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3 Dimensional Chat / Multi-layer Damage and blwoing off limbs?

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Cong
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Posted: 20th Aug 2009 23:03
Hey please could someone tell me how to create or the best way to create a mesh that would then be blown apart limb for limb do you create a whole mesh and then detach the parts or the diffrent limbs seperate?

also how is this done can this be done using maya and mudbox if so how?

http://www.youtube.com/watch?v=vz4X__dpTsk

please help thank you
Van B
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Posted: 21st Aug 2009 00:00
When I did that ages ago, I found out which bone was hit, using the limb position, then taking that limb and scaling it to nothing. This hides the limb but leaves a little stump - I guess you could add some guts to the limb position to improve matters.

Then I had whatever limb got blown off spawn as a gib, which would be a leg, head, or whatever you felt like adding.

The important thing is to know the limb position commands, then you can add particle effects and spawn gibs, all that good stuff.


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Cong
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Posted: 21st Aug 2009 10:30
Thanks for the reply van b,do you think its possible to use transpaerency where by you chnage the texture say for example where the part that can be blown offalready has the bone and that moldeled in the mesh and when the transprent texure comes on after being shot at it get rids of the body part and reveals the organs and bones that have already been modeled in also with this new texture they will be blood around that area?
mike5424
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Posted: 21st Aug 2009 13:05
get cinema 4d. enough said!

dark basic keywords: http://forum.thegamecreators.com/?m=forum_view&t=156401&b=1
my models and textures: http://forum.thegamecreators.com/?m=forum_view&t=156401&b=1
BiggAdd
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Posted: 21st Aug 2009 14:24
Quote: "get cinema 4d. enough said!"

And how is that going to solve his problem?

Azunaki
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Posted: 21st Aug 2009 17:03
i actually have no idea what that would help.

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visit my site.(still in progress)
Van B
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Posted: 21st Aug 2009 17:19
One thing with DBPro and bone animated models is that texturing quickly becomes an issue, because you can't just texture limbs however you like, and having 2 different textures can really lock you out of being able to do anything with the model.

I think that for what you want to do, you should add little bits inside the mesh, like your suggesting you do - then make sure that when you UV map, you don't mirror anything, every polygon would pretty much need it's own texture space for this to work. Then, by pasting images on top of a models texture you can adjust it, like have the texture as a bitmap, paste your damage onto it, then grab it again and texture the object. This should work fine as long as your object only has a single texture, otherwise you can't just re-texture every time. You might find it's easier to just layer all the textures, like have the damage as the same size as the actual texture so for example, the damage done when the lower left leg is blown off could be pasted over all the other damage. Each time though your just pasting that damage layer onto the image.

One consideration might be the blend mode commands. If you plan to kill an enemy when he looses a limb, then this might work pretty neatly. If you add the damage texture for the relevant damaged limb as a blend texture, then you should be able to layer it so the damage sits on top of the original texture and does it's job practically instantly. You would have to experiment with the blend modes though - but remember that in the last update to DBP we got simplified blend mapping, so maybe that's the place to look next.

I think I did something similar, like I had a few variations of the enemy texture and swapped them out when an enemy died - not very complex and not ideal for showing damage underneath the mesh, but a more complex variant of that would probably work quite well - layering damage textures I mean.


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Sid Sinister
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Posted: 21st Aug 2009 18:27
I think all that TF2 does when you make someone explode is quickly swap out the whole mesh for a bunch of pre-cut up body parts that shoot out everywhere based on the physics. That's one way to do it. Huh... I've never thought about this problem before, interesting read.

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
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heyufool1
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Posted: 21st Aug 2009 18:59
Quote: "quickly swap out the whole mesh for a bunch of pre-cut up body parts that shoot out everywhere based on the physics"

Do they load the pre-cut body when loading the level and then move them to the explosion, make them fly everywhere, hide them, and repeat?

Games are like life, they should never stand still.
Sid Sinister
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Posted: 21st Aug 2009 23:11
If you mean load them into memory, most likely yes. Wasn't sure if you meant load them as in make them appear in the level, just far off somewhere, which is probably a no.

My guess is that they load them into memory, at the time of explosion swap mesh for bag o' bones (lol) and then somehow apply the physics to it. Maybe I'm completely wrong and they don't do it like this at all, but that's what it looks like to me. It would be interesting if they actually were more thorough in there approach like the way Van was describing. One issue I see in using this bag of bones switcharoo is having to pose it to what ever the current character post was at the time of death.

Again, interesting discussion. As with anything in this industry, there's so many way's to do the same thing.

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
Current Project: http://strewnfield.wordpress.com/ (Last updated 06/11/09)
Cong
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Posted: 22nd Aug 2009 20:28 Edited at: 22nd Aug 2009 20:28
Thank you for the replys

Quote: " I see in using this bag of bones switcharoo is having to pose it to what ever the current character post was at the time of death. "


yes would it be seamless?
NeX the Fairly Fast Ferret
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Posted: 23rd Aug 2009 00:24
Fallout 3 uses this technique alongside a huge cloud of blood to disguise any discrepencies.

Azunaki
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Posted: 23rd Aug 2009 02:04
yup. works pretty well until you realize that you shot the body and the head just split in three parts.

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Benjamin
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Posted: 23rd Aug 2009 17:22 Edited at: 23rd Aug 2009 17:24
Quote: "One issue I see in using this bag of bones switcharoo is having to pose it to what ever the current character post was at the time of death."


I'm pretty sure most games place the gibs at fairly random positions. With a nice cloud of blood no one will know the difference.

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