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Dig mechanics
#1
Hi there. Thanks for a great asset.

I gonna add some digging mechanics to a softbody. Got a number of questions. 

So basically we have a softbody that acts as a regular soft body. But by clicking a button we'll start "dig". Dig mechanics should be split into a number of actions:
1. Disable mesh deformation while keeping collision detection intact. 
    Can this be done using some basic OBI methods?
2. Determination which verticles of the mesh are bind to our affected particles. 
   For each particle world coordinates I can run through all verticles and compare distance, but maybe there's a better way? Is there some sort of a dictionary containing all binded verts for each particle?
3. New mesh generation.
   Okay, we found our vertices, removed them, added a bunch of new verticles and triangles to form an updated shape. Is it possible to use a newly updated mesh with an existing blueprint before we generate a new one?
4. New blueprint generation
When the dig sequence ends we will recalculate a blueprint and bind it to a new body - no questions here, works just fine!

Thanks in advance!
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Messages In This Thread
Dig mechanics - by PlatonSk - 02-02-2022, 12:50 PM
RE: Dig mechanics - by josemendez - 02-02-2022, 01:01 PM