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Animating after Skeleton Override
All about the StoneScriptAnimating after Skeleton Override
by totellity » 10 Aug 2012, 13:49
Hi Guys,
For our project, we have a character model laying over a movable bed. The model has animation on it; however, during game-play we add dynamics to the model and the bed so that when the bed is moved, the dynamics on the model aligns to the dynamics on the bed. The shape.overrideSkeletonJoint - Translation and Rotation functions are used to move the model. We use animation on the bed model and the dynamics on the bed follows the skeleton of the bed.
Our problem is, after animating the bed, we would like to call the animation on the character model after setting it's skeleton to match it's dynamics. However, nothing happens. The best we are able to do is to add another character model in the scene and set the original model invisible and animate the new model. We would prefer a solution where we can actually reanimate the model moved by dynamics.
Can someone please provide help on this.
Thanks.
For our project, we have a character model laying over a movable bed. The model has animation on it; however, during game-play we add dynamics to the model and the bed so that when the bed is moved, the dynamics on the model aligns to the dynamics on the bed. The shape.overrideSkeletonJoint - Translation and Rotation functions are used to move the model. We use animation on the bed model and the dynamics on the bed follows the skeleton of the bed.
Our problem is, after animating the bed, we would like to call the animation on the character model after setting it's skeleton to match it's dynamics. However, nothing happens. The best we are able to do is to add another character model in the scene and set the original model invisible and animate the new model. We would prefer a solution where we can actually reanimate the model moved by dynamics.
Can someone please provide help on this.
Thanks.
Last edited by totellity on 10 Aug 2012, 15:06, edited 1 time in total.
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Re: Animating after Skeleton Override
by DoctorPepper » 10 Aug 2012, 14:56
Maybe i misunderstood, but if you use object.attach, and move models with force, it should completely remain independent from the bone animation
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DoctorPepper - Platinum Boarder

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Re: Animating after Skeleton Override
by totellity » 10 Aug 2012, 15:05
object.attach? I'm not familiar with this function. We are using shape.overrideSkeletonJointTranslation to mimic the dynamic object around the patient. After mimicking the animation controller attached to the model does not work anymore.
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