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Characters in the V12/Tribes2

by Wael Zeenni · in Torque Game Engine · 04/18/2001 (6:19 pm) · 6 replies

I could be totally wrong here,but the characters in the V12 engine don't look like they're a single deformable mesh (and I'm assuming the V12 supports that) Instead they look like they're...what's the word...made up of blocks :P (<-prolly a bad word to use) Is this the case?

Which brings me to my next question,how do you amputate the leg of a model in the game if the model is made up of a single deformable mesh? Is it even possible?

#1
04/18/2001 (6:29 pm)
Have another part of the animation contain the model without the leg. You can collapse all the verticies pf the leg into a small area in order simulate removing verticies.

There's probably a better way than this, but if there is no other way, this should work...
#2
04/18/2001 (7:05 pm)
I though about that but then I'm going to have 5 different models for the same model (if that makes any sense :p) One model without the right arm,one without the left arm,etc. I was trying to avoid all that.

How did they do it in Soldier Of Fortune?
#3
04/18/2001 (10:33 pm)
The Armors in Tribes2 use a hierarchical series of rigid meshes. Having armor plates mesh morph might have looked a bit odd...

The Tribes2/V12 engine also supports mesh morphing and vertex blending. This animation technique was used extensively in Trophy Hunting for animals where you want the 'skinning' effect.

--Rick
#4
04/20/2001 (10:33 pm)
OK that's cool! As long as the engine can handle a single-deformable mesh,then I'm fine :)
#5
04/20/2001 (10:47 pm)
the v12 support bones and weighted verticies right?
#6
04/21/2001 (11:57 am)
You could change the alpha value of the arm/leg texture to make it entirely transparent to generate the amputation. That will save you the trouble of having to load 5 meshes per character model, and you'd have an easy method to remove both legs and both arms (Monty Python, anyone?)

--Timothy "Drake" Ford