Hello!
I'm here for advice. I created the attack animation for the game. Kamikaze's dynamites explode after he drinks blood of the victim. I created two rigs with different geometries.
1. solid rig with solid geometry for animation before the explosion
2. detachable rig with detachable geometry for animation after the explosion
At the right moment 2 rig replace 1 rig.
Here a question: how create a realistic flying body parts animation after the explosion? And how to make it fast and simple?
Here the attack animation we talking about
I have tried Maya ragdoll:
created collision geometry
hinge constrained them
constrained controls to collision geometry
and tested this simulation. To buggy. Geometry can't to calm down, constantly moving.
Here the video
I tried to use Maya bullet ragdoll. Too complicated for this complex skeleton.
I can make video of my rig, if you need it.
Thank you for your attention.
Replies
I'm using 3ds Max. To do this I use the default ragdall tool, and then change some hinges to detachable. But I always use box shapes for settling.
http://polycount.com/discussion/175443/wip-animations-for-game#latest
http://polycount.com/discussion/175443/wip-animations-for-game#latest
http://polycount.com/discussion/179748/animation-for-the-game-idle-walk-run-and-attack#latest