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3 Dimensional Chat / Animation and Interacting with Objects

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Kenn
18
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Joined: 25th Dec 2005
Location: PHILADELPHIA, USA
Posted: 21st Dec 2009 10:38
Can someone explain to me animation and object interaction work behind the scenes?

You have a player and he runs into an enemy and starts a cool/ amazing kill sequence.You know jumping around and what not. What is actually going on with the players collision sphere/box. Does it stay in one place while the animated mesh moves? If not how do you get the collision sphere to follow your animations position? If that makes since.
Master Man Of Justice
16
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Joined: 13th Feb 2008
Location: Between Insanity and Intelligence
Posted: 21st Dec 2009 16:32 Edited at: 21st Dec 2009 16:33
??? wrong section i think.
3d modeling isn't really related to collision.
maybe check in the dbpro or db section, they may have some better insight then us, even though some of the mods and other users still program.

Kenn
18
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Joined: 25th Dec 2005
Location: PHILADELPHIA, USA
Posted: 21st Dec 2009 17:20
I thought this is 3d chat. I just want to know whats going on behind the scenes. Just talk.
Venge
18
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Joined: 13th Sep 2006
Location: Iowa
Posted: 21st Dec 2009 17:39
In DBPro, using Sparky's DLL, no. The collision box stays at the object's current position, even if the object strays from that position during an animation.

And this is the wrong board. You're asking a game creation question, and 3d modelling is not related to collision.


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Master Man Of Justice
16
Years of Service
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Joined: 13th Feb 2008
Location: Between Insanity and Intelligence
Posted: 21st Dec 2009 17:43
oh,, well, explain a little bit more. are you talking about like, short movies or games? Probably games. anyway, the collision boxes are usually placed on limbs and not positions, (unless you update the position like every frame), but the limb is moved in the animation (usually in .x format i think) and the collision box stays with the limb all the time. that way its not too much work.
but you have to know the limb number to edit it.
the limbs are just glued to the mesh so it's easier to animate.

So you tell the limb to move/rotate a certain set of points (i.e the leg) and then you tell dbpro or whatever your using to check for collision with that limb(which includes all the vertices/points).
and the limb stays with the animation as well as the vertices.

So in summary, what your asking is, is it just visual.
Answer. No
it's Physical... (virtually at least )

hope that helps you.

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