Breakable Limbs, How?
Blitz3D Forums/Blitz3D Programming/Breakable Limbs, How?| 
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| Let's say you want to add dismemberment and breakable body parts in a medieval action game. What would be the way you would follow when you want to do this in blitz3D? (ex. blade of darkness, die by the sword) | 
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| the simple way: pre animated in MD2 format. Imagine a head getting chopped off while the body drops to its knees.... the hard way: Load the b3d/3ds file as an animated model and find the children (the parts) the unparent them before moving them seperatley. It's a concept only..... | 
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| JV-ODE? | 
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| In the real world i'd use a sledgehammer :) Seriously, i guess you would have to make a limb with 'breakpoints' and each bit as a sub-object of the arm. I dont think b3d is capable of actual realtime mesh fractures at the speed required unless someone has done something clever. | 
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| does JV-ODE support breakable joints? | 
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| The way games usually do this... They create a model first with the parts as seperate objects and animate it with joints/skeleton... then they export each object to a seperate model file - the game loads in all the model files and attaches them to one central "pivot" for the character - then when it detects a hit on one part that would cause enough damage for it to detach - unloads that part and creates a temp entity with that part that falls off - that inherets the original position and orientation from the part thats unloaded. | 
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| I see   |