Work appreciated Halo,
but to make me appreciate more,
may I see the source code ?
Is there any IK calculation on joints ?
Are they .b3d bones ?
I was doing something similar with the ninja.b3d model and ODE, but I will try soon also with verlet code.
Anyway I see this stuff in games it's implemented rarely, and used only in certain action/condition in a game.
So I don't care if I have a full scene full of ragdolls dancing / falling around with true physic (EG: Tomakak SDK)
I saw this kind of stuff only in UT2003 (only when player die) and Hitman, and is not certainly the focus point (a bit like for shadows) of a succesful game.
Is very nice you have so much time to experiment HALO,
pity all this stuff is not so good with a single joint per vertex weighting...
but to make me appreciate more,
may I see the source code ?
Is there any IK calculation on joints ?
Are they .b3d bones ?
I was doing something similar with the ninja.b3d model and ODE, but I will try soon also with verlet code.
Anyway I see this stuff in games it's implemented rarely, and used only in certain action/condition in a game.
So I don't care if I have a full scene full of ragdolls dancing / falling around with true physic (EG: Tomakak SDK)
I saw this kind of stuff only in UT2003 (only when player die) and Hitman, and is not certainly the focus point (a bit like for shadows) of a succesful game.
Is very nice you have so much time to experiment HALO,
pity all this stuff is not so good with a single joint per vertex weighting...