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| Carrara ENG The main Carrara forum. Please, use the subforum for the specific topics. |
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| | #1 (permalink) |
| Extrusion ![]() Join Date: Jul 2005
Posts: 187
| physics and bones
Why can you not apply physics to bones? This would allow some minor dynamic clothing effects and such.
__________________ "I put a hexagon on you, cause you're mine. And I love the things that you do.." ![]() DELL DIMENSION 5150, P4 3.2GHZ HT, 3GB RAM, 256 ATI X600 (128 SHARED), DUAL 250GB SATA, XP PRO CARRARA 5 STANDARD, HEXAGON 2, DREAMWEAVER 2004MX,COREL SUITE 12, BRYCE 5.5, POSER 5 |
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| | #2 (permalink) |
| NURBS Booleans are your friend ![]() Join Date: Aug 2004
Posts: 111
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I think physics requires a mesh object with a bounding box to have something to calculate against. You can add objects (like cubes or cylinders etc..) and then parent the bones to the objects and run the physics against the objects and the bones will follow along. You can make the objects invisible so they don't show in the render. wayne k guam usa |
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| | #4 (permalink) |
| Now, I learn animation ![]() Join Date: Sep 2005
Posts: 1,028
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I have not used physics my self but I would like to think if I had a character throw another character into a stack of boxes the boxes would fall with the physics engine and the characters arms and legs would flop around with the physics engine. This may be hard to do in Carrara 5 but Carrara 6 might do it. At version 6.0 Carrara will be getting higher in the generation count. Bryce is still only at 5.5. I know Carrara can not do everything but for a 5.0 release it does a lot.
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| | #5 (permalink) |
| Spline ![]() Join Date: Dec 2005
Posts: 52
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Oh! I'd forgotten about this particualr thread! I did try to get bones to honor physics in a couple of creative ways, but unfortunately, each broke the skeleton IK chains, rendering the skeleton useless. Another interesting thing: Using IK on regular, non-boned objects using IK chains... they no longer honor physics either. I could have sworn they did in C1... |
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