Touch Bending
From Blue Mars Developer Guidebook
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Vegetation can be set up to collide with physics assets to create realistic bending. For Blue Mars this should ONLY be set up for branches that will be collided with. Unlike Crysis most of our trees would not need this, however ground plants and bushes probably do.
The following is from http://doc.crymod.com/AssetCreation/frames.html?frmname=topic&frmfile=index.html with comments for internal artists
This procedure is for big leaves or branches, which bend on collision. Its a kind of bone or rope setup based on UV instancing.
MAX Setup Your object need a proxy for this which is physicalized as "noCollide". Touch bending will only be detected in this volume. (Collisions will only happen within this proxy, any branches outside of the proxy will not be physicalized)
It is based on UV instancing. You do the setup for one branch or leaf and it will be the same on all other leaves, that share the same UV mapping.
You need to place helper objects like this:
place tham with vertex snap, so they are exactly on the vertex.
call them:
branch1_1
branch1_2
branch1_3
If you want to make a second branch with different mapping name the helpers like this:
branch2_1
branch2_2
branch2_3
You can add more Branches if you need.
Just go on with number them correctly.
There is no way for artist to tweak the bending itself.
Contact Programmer for this. Copyright © 2008 Crytek GmbH. All rights reserved.
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