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I am making a tail. How can I attach it?

by Marcel Boule · in Torque Game Engine · 02/11/2007 (7:09 pm) · 6 replies

Hi,

I am implementing some kind of animal tail using spring physics. The physics part itself is already finished. What I have so far is a series of bones and/or vertices acting like a tail with no mesh on it yet. My plan is to attach this springy tail to my animal which is in Player class and to wrap tail's model around it. So what class should I derive my tail from? And how can I attach it?
Could you please hint me where to go or to start?

Thank you

#1
02/12/2007 (5:34 am)
It seems to me you would want to mount the tail at a mountpoint on the shape. If you do derive a new class to handle the tail operations, you would want to derive off of ShapeBase.
#2
02/12/2007 (5:55 am)
@Marcel - You mean in-game right? :)
#3
02/18/2007 (5:56 pm)
Thank you Michael


OK, now it looks like my tail's bone is somewhat working. I am trying to figure out how to attach the tail's mesh to it. Does Torque have something to support Skin technique using physics-base animation like my tail? Or do I have to do vertex blending myself?

Thank you
#4
02/20/2007 (11:43 am)
There is some info on procedural bone animation, but it is not readily available in stock TGE.

Have a look at this:

Procedural Animation
#5
02/27/2007 (11:38 pm)
Thank you Micheal. You are so kind.
I got all the blending working now by modifying UpdateSkin() function.
#6
02/28/2007 (5:32 am)
Happy to help out