about applying physics to individual bones

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about applying physics to individual bones // Roundtable

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Post by jhowell // Sep 14, 2007, 8:04am

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Hello, I can not find any help on this. I might of missed it in the tutorials or forum searches. Is it possible to apply physics just to a couple bones on a character then have it interact with another physics object? For instance, I tried applying physics JUST to the bones of one my characters feet. Then tried to interact that with a sphere that has physics applied. However, my whole character ends up with physics applied and falls to the ground. I realize I can apply constraints or locks to all the other bones of the character but it would be so much quicker just applying physics to a few bones of a character without worrying about the other bones. Thanks for any info. :jumpy:

Post by jhowell // Sep 17, 2007, 9:33am

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Hello, Anybody able to offer comments on this post I made several days ago? Thanks ...

Post by Jack Edwards // Sep 17, 2007, 9:50am

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The short answer has to be yes, because Mr. Bones has done several animaitons where the BVH animated character kicks things or knocks down boxes, etc. But you'll need someone who use the animation tools to give you the specifics.

Post by jhowell // Sep 17, 2007, 12:22pm

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Maybe Mr Bones can reply. Iam sure there are others who would love to know how to do this. Thanks Much. :jumpy:

Post by jhowell // Sep 19, 2007, 5:05pm

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Hi, Just checking if anybody has any knowledge about this subject. Thanks very much. :jumpy:

Post by Leif // Sep 19, 2007, 5:22pm

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my whole character ends up with physics applied and falls to the ground.


This is what I assume (correct me if Im wrong):

If physics are applied to bones, they can not be constrained (meaning there are no stiffness to the char, its just an extreemely loose ragdoll).

Post by trueBlue // Sep 19, 2007, 6:06pm

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Within the Link Editor you can enter the Skeleton node and adjust individual bones. Make Active or Not. You can add initial speeds for each individual bone of character in LE, find given bone node in LE and edit speed's attributes of physobj node that you find in given bone encapsulator.

Post by jhowell // Sep 20, 2007, 5:07am

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Thanks so much TRUEBLUE for your help. Great to have some relevant info. When I started this thread I had already tried GOING IN TO THE LE and setting individual bones to different ACTIVE or NOT ACTIVE states. But no matter what I did ALL the bones of my character would end up collapsing. For instance I was trying to make just the bones of the foot active and to have my character kick a physics active ball. After only setting the characters foot bones with physics the whole characters bones are still effected. SO I STILL HAVE TO FIGURE OUT HOW TO MAKE ONLY A FEW BONES PHYSICAL AND SET INACTIVE WITHOUT MY WHOLE SKELETON COLLAPSING. I will work on it some more. :jumpy:

Post by mrbones // Sep 21, 2007, 2:53pm

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Hi J,


You have to set constraints to off, then the character will play its animation and not collapse yet will collide with objects,,


I will try some things tonight and try to post something later, that might help.


I also applied the soccer bvh and had Dexter zye kicking the ball around with control, but it was the phy props of the ball that need tweaking the most so that it would stay around Dexters feet.


Cheers

Post by jhowell // Sep 21, 2007, 5:24pm

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Thanks Mr Bones! Still have the question though if IT IS POSSIBLE to ONLY SET PHYSICS ON A COUPLE BONES IN A CHARACTER? and have only those interact with another physics body. ... Been trying everything but character always colapses. Of course I have not deal with any contstraints. :jumpy:
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