Game Development Community

Bones and collision

by Sylvain · in Artist Corner · 07/30/2007 (7:29 am) · 4 replies

Hi there !
I am currently trying to figure out a way to use soft bodies in TGE. I was wondering whether it would be possible to approximate the behaviour of soft bodies using bones : for example, I'm thinking of creating a plane and adding a "grid of bones" that would be parented to the plane and then, in Torque, finding a way to move a bone whenever the player collides with it. The issue - I think - is : is it possible to adress the bones individually via Torquescript and to apply transformations (basically translations) ?
Do you think it would be feasible ?
Thanks !
Sylvain

#1
07/30/2007 (7:39 am)
I did something similar once for a flag, kind of a hacky cloth controller. It took me ages to get the DTS not to crash Torque and it was totally inefficient.
#2
07/30/2007 (7:40 am)
You can't get to the individual bones without source changes. There's this thread on procedural animation.
#3
07/30/2007 (8:50 am)
Thanks for the quick answers !
@ Scott : i haven't been able to acess the thread since i haven't myself purchased any GG product (my university has) ... I must contact my supervisor first. But the idea is that i would have to modify the c++ files if I were to go that way, right ?
#4
07/30/2007 (8:55 am)
Yep. There's a code snippet in that thread to do it. I haven't really played with it myself. We were going to use it for something at one time and then decided to go a different route, but it sounds like it works well.