PlaneShift
Fan Area => The Hydlaa Plaza => Topic started by: Zeraph on September 20, 2004, 04:10:01 am
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I was wondering if anyone knows how to make the spring system work in Cal3d?
I didn\'t find any tutorial on how to make it work & I want to use a Cloth effect for my next monster I am going to model.
?( I can\'t figure it out so, anyone know how to set the cloth / spring system in 3DsMax?
Any help you can give me would be appreciated. ;)
Edit: I guess no-one knows... :(
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Ops I quoted instead of edit... :(
I think I will use Cal3D\'s Spring system for my Klyros Model (http://planeshift.oodlz.com/wbboard/thread.php?threadid=10336&boardid=22&styleid=2), anyone know the Cal3D forum or something? I\'ll just go search for it...
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Just so you know, I asked about it once I don\'t believe PS actually has support for this programmed in...
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wouldn\'t the support be in cal3d, not in planeshift or the renderer?
josePhoenix
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Ya, I would think it would be in Cal3D, when someone requested Ragdoll physics it needed to be integrated into Cal3D you couldn\'t just ad it into PS...
whatever you can do with Cal3D right now is basically what is going to be passable in-game... 8)
I\'m going to test somethings out & see if I can figure it out myself, I\'m going to make a Flag with a springy cloth & I\'ll tell you if it works...
Then if I am successfully I will make a tutorial on it or somthing...
Edit: I have found a little bit here:
A bit about Cal3D\'s Spring system. When exporting your mesh, you are given the option to enable the cloth spring system. Before you do this, make sure your mesh is set up properly, or MAX will crash. First, make sure every polygon in the mesh has the same smoothing group. I\'ve also heard that there can only be one material applied to the mesh. Now assign a weight to the vertices, with 0.0 being your rigid vertices, and anything greater than 0.0 will give those vertices a cloth-like property, with the higher number being more springy. Now just export the mesh and enable the spring system check.
Now I just have to figure out how to \"assign a weight to the vertices\".... I\'ll show you how when I figure it out..