Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

3 Dimensional Chat / Modelling the opening of a parachute

Author
Message
AlienPrey
19
Years of Service
User Offline
Joined: 28th Sep 2005
Location:
Posted: 28th Sep 2005 22:51
Hi am after some advice.
I need to model the opening of a parachute in my DBPro application but not sure on how to approach it.
I have milkshape but from my understanding a skeleton is required in order to animate and I don't think that would work very well.
Have also thought about creating an open parachute model and then modifying it using DBPro scale commands. Again not sure if this is the way to do it.
Also how to do the rigging lines connecting my parachute model to my parachutist model? DBPro doesn't seem to have a 3D line command so am unclear how to do it
Any help appreciated
BiggAdd
Retired Moderator
20
Years of Service
User Offline
Joined: 6th Aug 2004
Location: != null
Posted: 2nd Oct 2005 16:34
Using bones will help you. Here is a little parachute i made to demonstrate. Firstly i rigged the paractute along the middle with bones. Then i folded it up and scaled it to fit inside the pack. I then scaled it to its original size and unfolded it by animating the bones. hope this helps.




SSDD
Same Sh** Different Day
John H
Retired Moderator
22
Years of Service
User Offline
Joined: 14th Oct 2002
Location: Burlington, VT
Posted: 2nd Oct 2005 17:04
Biggadd thats really good


Click here to join our forums and get updates on game progress sooner!
BiggAdd
Retired Moderator
20
Years of Service
User Offline
Joined: 6th Aug 2004
Location: != null
Posted: 2nd Oct 2005 17:17
Why thankyou.


SSDD
Same Sh** Different Day
Raven
19
Years of Service
User Offline
Joined: 23rd Mar 2005
Location: Hertfordshire, England
Posted: 2nd Oct 2005 17:59
Sod modelling it. Just let some basic cloth physics do the animation for you.. it's pretty simple.

That's what I'd do in Maya anyways. Leave it to the dynamics engine to fill it with wind as it fell, if it's anchored then bam! you have your animation.

Newton should do this really nicely.

BiggAdd
Retired Moderator
20
Years of Service
User Offline
Joined: 6th Aug 2004
Location: != null
Posted: 2nd Oct 2005 21:10
that would eat into the proccessor though. Animation would make the game quicker. Having the CPU calculate the effect on cloth due to wind would make the FPS drop.


SSDD
Same Sh** Different Day
Peter H
20
Years of Service
User Offline
Joined: 20th Feb 2004
Location: Witness Protection Program
Posted: 2nd Oct 2005 23:19
or if you have the DBPro expansion pack (the cloth one) then you could use that instead of newton

"We make the worst games in the universe."

AlienPrey
19
Years of Service
User Offline
Joined: 28th Sep 2005
Location:
Posted: 8th Oct 2005 23:42
BIGGADD,
sorry for not replying sooner but my PC decided to crash!!!
Your parachute is awesome, really awesome
How long did it take you to do that???
What package did you use???
I thought using a skeleton was the way to go but haven't had a chance to do anything yet due to the crash.
I'm looking at using Milkshape for the animation.
It is going to be a round parachute rather than a square but the principle is going to be the same
BiggAdd
Retired Moderator
20
Years of Service
User Offline
Joined: 6th Aug 2004
Location: != null
Posted: 25th Oct 2005 16:46
woa... diddn't know u posted sorry..... I used cinema 4D. Took about 30 mins.


SSDD
Same Sh** Different Day
Neodelito
19
Years of Service
User Offline
Joined: 29th Jul 2005
Location:
Posted: 25th Oct 2005 16:48
wow.. nice. a lot work.. (mucho trabajo=bueno)

Maps
19
Years of Service
User Offline
Joined: 4th Oct 2005
Location: Paris
Posted: 25th Oct 2005 17:17
lol, really really nice animation bigadd
I'm allways amazed when something looking complex is performed with a simple solution
Van B
Moderator
22
Years of Service
User Offline
Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 25th Oct 2005 17:29
For lines, perhaps just single polygons would work - like when rigging you'd stick them between the chute and pack - so you'd have 2 verts stuck onto the chute, and the other one on the pack - them when animating you just forget your lines because they're already taken care off - they're just unrealistically stretchy - but you'd never notice, you'd just see these nice thin wires on your parachute when it's opened up.

Doing what BigAdd did is a good idea - like make your parachute all opened up, then rig it and fold it up with the animation, playing that in reverse would be your basic opening animation.


Van-B

Put those fiery biscuits away!

Login to post a reply

Server time is: 2024-11-27 13:04:36
Your offset time is: 2024-11-27 13:04:36