255 wrote:This is called deforming a mesh. It has nothing to do with physics. For physics to work (e.g. a collision between a cloth and a human), you should link every bone with a primitive which in turn has to be a physics joint, which is insane, not good performace-wise, etc. etc.
So your idea only works for "fixed" animations, cutscenes, and stuff like that.
Thanks for the suggestion though.
Its called Morph target animation, per-vertex animation, shape interpolation, or blend shapes.
There are advantages to using morph target animation over skeletal animation. The artist has more control over the movements because he or she can define the individual positions of the vertices within a keyframe, rather than being constrained by skeletons. This can be useful for animating cloth, skin, and facial expressions because it can be difficult to conform those things to the bones that are required for skeletal animation.
The Horde3D engine supports this but I think there the only OSS engine that does, could pull that and there particle effects code. Once we get the build system moved over to premake ill look into it. Horde3D code base is realy small and clean. The author works for crytek.
Tutorial Doctor wrote:255 wrote:You can't use Blender's physics engine on external software just exporting a mesh.
The way I am thinking is sorta hackish, but straightforward also.
I am sure I saw a tutorial where someone used shapekeys to move an armature, which moved the mesh. In this way, you have an armature which deforms a mesh (which is needed for maratis). That armature animation is keyframed and the whole thing is exported into Maratis.
The shapekeys are only a driver for the armature.
I am going to do some research on a way to drive the shapekeys with the physics engine (vertex groups?)
Tutorial Doctor you shouldn't have to do all of that you could do this with physics and auto keying in blender.
Last edited by zester (2013-10-02 18:10:18)