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Benjames8
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Posted: 18th Apr 2010 18:50
how do you check for limb lenghth I tryed using 3d distance between the limbs positions but it was inaccurate.



a being the limb number and a+1 obviously being the next limb in line.



In the end here I am try to use the limb by wrapping them with a box or something wich will be used for collisions.
Homey the Clown
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Posted: 18th Apr 2010 19:59
have you tried a-1 instead of a+1? not sure what difference this would make..


If at first you dont succeed, call it version 1.0.
Benjames8
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Posted: 19th Apr 2010 00:40
Ya it worked to almost the same results, wasn't really much closer to correct.
chafari
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Posted: 19th Apr 2010 03:29
You had better check for collision instead of distance.

cheers

I'm not a grumpy grandpa
Benjames8
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Posted: 19th Apr 2010 05:09 Edited at: 19th Apr 2010 07:59
I am not intirely sure what you mean by that yota. I guess the force is just not with me.
Homey the Clown
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Posted: 19th Apr 2010 08:04
well what results are you getting and what are the expected results? could you give us some numbers? im wondering if the compiler is doing your lngth# calculation wrong.

perhaps try:


but from the lack of info its a little hard to say.


If at first you dont succeed, call it version 1.0.
chafari
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Posted: 19th Apr 2010 09:42
Quote: "I am not intirely sure what you mean by that yota. I guess the force is just not with me"


I don´t really know what your purpose. If you finally are going to check for collisions, I repeat that you had better try that with collisions(to polygons).

Perhaps at the end something will open your iyes.

cheers.

I'm not a grumpy grandpa
Homey the Clown
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Posted: 19th Apr 2010 21:05
well is the limb length suppose to change throughout the program? if its static the whole time, i would hard code it in somewhere or put it in a file to be read.


If at first you dont succeed, call it version 1.0.
Benjames8
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Posted: 20th Apr 2010 18:06 Edited at: 20th Apr 2010 18:20
Well i can't realy check for collision with polygons because my game has animation's.. yota.

I am trying to make something that is general and I can use on all my objects with bones. If i have to I will do that my homey but I'd much rather figure this out.

O and it didn't help to put it in the brackets.

I am just going to search around for collision's with animated models. Maybe there is an addon or something.
chafari
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Posted: 20th Apr 2010 18:19 Edited at: 22nd Apr 2010 00:24
Quote: "Well i can't realy check for collision with polygons because my game has animation's.. yota."


AaahHH !!...Ok Ben...so you could add and extra limb to the end of the arm and then use the distance function.The extra limb will be hidden at the end.You could as well check collision with this hidden limb as it has just a few polygons.

cheers Ben

I'm not a grumpy grandpa
Benjames8
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Posted: 20th Apr 2010 19:10
I have been adding a small stuby limb at the end of bone chains. I actually tryed just getting rid of it and, before there was a long extention, now there is no extention and it still gets the last bone.

I've got it where I skip the first one because it is some default bone on the cords 0,0,0 .it takes the length and since it position the box on the start position I have to move the box half of its length. so it match's up. the length is still I little off. I think it might be the way I am exporting I am going to mess with it a bit.
chafari
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Posted: 20th Apr 2010 19:37
@Ben.
When we make a collision to pollygons, that will force the system and will slow down the system depending on the quantity of vertex the object has,...so we can make our soldat with bones, and add an extra limb to the object ,...this limb, will be hidden in the game, but we have the coordenates of this limb, so we can position a simple box in those x,y,z and just check collision to pollygons, but just with this box....just 12 vertex or so... so we don´t slow down the system so much.

cheers

I'm not a grumpy grandpa
Benjames8
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Posted: 20th Apr 2010 20:51
I have been adding a small stuby limb at the end of bone chains. I actually tryed just getting rid of it and, before there was a long extention, now there is no extention and it still gets the last bone.

I\'ve got it where I skip the first one because it is some default bone on the cords 0,0,0 .it takes the length and since it position the box on the start position I have to move the box half of its length. so it match\'s up. the length is still I little off. I think it might be the way I am exporting I am going to mess with it a bit.

[edit] Ok Iv\'ve figured out how to size them based on there name and there position\'s are close but not perfect. Here is a stand alone but I won\'t give out the code because I am an @$$hole
chafari
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Posted: 20th Apr 2010 21:56
Wow !! ...that`s great!!. You have animted your model like old method with boxes instead of bones like most nowaday 3D program...I like it!!...this is the method I have taught my students in class long time ago. Nowaday everything is easy....modelers don`t have to make any effort ... almost everything comes prepared....so you can now use you distance funtion with the limbs that you made in the object arms.Remember...never give up !!...every day borns a star

cheers. Benjames8

I'm not a grumpy grandpa

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