It is currently Tue May 21, 2024 1:33 pm
kraid wrote:A ragdoll chain maybe?
Mehis wrote:You could use jigglebone to create the swinging effect. You wouldn't even have to animate the swinging, it's all controlled in the QC.
nub wrote:I don't know if a jigglebone would simulate accurate movement from a chain. You'd probably get better results via a ragdoll chain. That would probably be much harder to do than a simple jigglebone. You should definitely try both methods if you can figure out how to do them. Unfortunately, I have basically no knowledge regarding rigging and weighing vertices and shit, so I can't help you with that.
Another possible alternative that's even easier (requires no models at all) is that you could try using rope entities and a custom chain texture, then do the classic "Source rope physics" setup in Hammer. The thing is, I don't know if the rope shader can support transparency, so a decent looking chain texture might not work out. Plus, it won't look as pretty as a ragdoll chain.
Are you trying to have players collide with the chains? Or is it purely for eye candy?
nub wrote:PS: Do you have Dishonored on PC? If you do, I'd recommend extracting the chain models from that game and looking at them in 3DS Max to see how Arkane Studios did it. It's an UE3 game so Umodel should be able to extract the files, then you can use ActorXImporter to get the models in to 3DS Max. I'm not sure if they used some feature exclusive to UE3 or if it's just basic ragdoll physics.
Gary wrote:jigglebones only sway when their parent moves.
Mehis wrote:Gary wrote:jigglebones only sway when their parent moves.
Weird, I got my own custom rope moving without the parent moving at all.
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