Animations & Collisions

Post » Tue Dec 06, 2011 5:53 am

Hi all,

Ive been yanking my hair for weeks trying to fathom how to get animation working ingame alongside sufficient collision models and havent had any joy. What I'm looking for is a good tutorial on very simple animations with models that have been developed using 3DS Max.

Any ideas would be massively appreciated as always :)
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Arnold Wet
 
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Post » Tue Dec 06, 2011 9:45 am

go to saidenstorms googlepages. there is both a collision and animation tutorial for oblivion.
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cassy
 
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Post » Tue Dec 06, 2011 2:48 pm

http://sites.google.com/site/saidenstorm/oblivion3dsmaxanimationtutorial Its written for Oblivion but the games are nearly identical in the process to get working activators.

I believe this will also be of http://sites.google.com/site/saidenstorm/oblivionandfallout33dsmaxcollisiontutori
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Latino HeaT
 
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Post » Tue Dec 06, 2011 7:16 am

Cheers Saiden man :) Seems a little complicated, but I'll get my head around it!
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herrade
 
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Post » Tue Dec 06, 2011 12:03 pm

Question; the primitives set up in the tutorial, how do I relate the steps to my own personal models? This has befuddled me quite a bit :S
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Rebekah Rebekah Nicole
 
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Post » Tue Dec 06, 2011 3:23 pm

not sure what you are asking.
If your model is close to being a box, just go with a box primitive. If its roughly a sphere, go with a sphere. if it is not close to a standard primitive, use a Mopp or convex shape depending on what you want it to do havok wise in game.
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Mr. Ray
 
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Post » Tue Dec 06, 2011 3:12 am

not sure what you are asking.
If your model is close to being a box, just go with a box primitive. If its roughly a sphere, go with a sphere. if it is not close to a standard primitive, use a Mopp or convex shape depending on what you want it to do havok wise in game.


Well it's a pretty complexed static made up of a fairly squashed spherical shape at the bottom, and cylinder towards the top/middle.
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kristy dunn
 
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Post » Tue Dec 06, 2011 4:27 am

just make a really low poly mesh that is a squashed sphere and cylinder at the top then. if its just a static, then use Mopp.
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Elizabeth Lysons
 
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Post » Tue Dec 06, 2011 1:46 pm

just make a really low poly mesh that is a squashed sphere and cylinder at the top then. if its just a static, then use Mopp.


I think I get the gist... I assume Im making the low-poly 'shell' of my model from the primitives Saiden's explained about in his tutorial, then I'm scaling it to fit my model?
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Shirley BEltran
 
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Post » Tue Dec 06, 2011 9:06 am

a collision mesh is exactly the same as any other poly/mesh object.

all you do is add the bhkrigidbodymodifier and it'll be converted to a collision object at export. you could just use clone of your finished mesh as the collision if you wanted.

or you could build it solely out of a collection of regular primitives like you think i suggest.
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W E I R D
 
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Post » Tue Dec 06, 2011 2:53 am

a collision mesh is exactly the same as any other poly/mesh object.

all you do is add the bhkrigidbodymodifier and it'll be converted to a collision object at export. you could just use clone of your finished mesh as the collision if you wanted.

or you could build it solely out of a collection of regular primitives like you think i suggest.


Now THAT seems a little simpler than I first though... Ill effectively skip the first few steps regarding the primitives, clone my mesh and go forward from there.
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Crystal Clarke
 
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