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Old 15th January 2006, 23:04   #1 (permalink)
Extrusion
 
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physics and bones

Why can you not apply physics to bones? This would allow some minor dynamic clothing effects and such.
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Old 16th January 2006, 02:38   #2 (permalink)
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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.

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Old 18th January 2006, 02:41   #3 (permalink)
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Could this work? Wouldn't parenting the bones to other objects (other than other bones) break the IK chain for the skeleton?

Must play around with this idea...
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Old 19th January 2006, 02:35   #4 (permalink)
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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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Old 26th January 2006, 04:45   #5 (permalink)
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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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