I have an animation of a man running on the spot using OPE.
I have in grouped so i can pick it up and place it anywhere in the track.
I also have a OPE setup to move him from one point to another but when i link him up to this only the static parts of him connect. The animated arms and legs get left behind!
Not sure but maybe if you tie all the objects of the running man to a dummy object then move the dummy object.
How are you positioning the moving (arms and legs) parts of the man? With the OPE, is the location in relation to the 'world' XYZ or is it in relation to the body's torso or something?
I'm guessing that if you made ALL of the mans moving parts move using a dummy object as the 'relation' location to move relative to, then move the dummy object, the moving parts will move also......
You could also take the dummy objects rotation into account and have the man be able to run up and down hill leaning forward and back as required.
.....maybe.....hope this helps.....
05-15-2012
rlmergeuser
Re: Running man animation
Each limb has a glue point attached to a seperate OPE so when i try to make a dummy object above using glue, it sort of cancels out the limb glue and the whole body becomes static.
05-15-2012
mutetus
Re: Running man animation
I quickly put this together and made a long jump skill game, this video is not from the final version:
Basically just controlling the dummy objects attached to head and legs with physics joints. I let the arms move freely, because that looked hilarious. You'll get the body distorted pretty quickly if you move the body parts the wrong way.
Each limb has a glue point attached to a seperate OPE so when i try to make a dummy object above using glue, it sort of cancels out the limb glue and the whole body becomes static.
You might have to change the glue joint to a physics joint or maybe a 3 axis hinge. Just thinking - if you use hinges, i'd guess it will be easier to control the movement by using data sources and some 'array' of physics forces to pull/push the limb components in different directions.
Quote:
Originally Posted by mutetus
Basically just controlling the dummy objects attached to head and legs with physics joints. I let the arms move freely, because that looked hilarious. You'll get the body distorted pretty quickly if you move the body parts the wrong way.
That's sensational. I can see this becoming something of beauty. In theory (with a massive array of data sources etc) you should be able to get the running fairly fluent and pretty fast making some form of sprinting, hurdles, javelin, discus, swimming, triathlon etc type game.
05-15-2012
luthanick
Re: Running man animation
Wow, that's pretty sweet! I didn't realize that you could attach objects to individual body locations. I wonder if this can be used to make some sweet nac-nacs happen. Maybe the rider is disconnected from the bike via player event detach, but there are dummy objects connected to both bike and rider to keep the rider in position and still enable leaning. That way only custom connections to the bike are in place, and you could move the arms or legs independently while riding! Just a thought, not sure if it would work. I just love a good nac nac and would love to see that in Trials