Scene 03 - The Catapult's field In this scene I used the new iClone6 physics engine to create a catapult that actually worked and it was able to throw "virtual" stones to some kind of enemy. So, first I needed to take the model from the Unity pack and break it in the pieces that should be articulate in iClone. I exported…
Thanks everyone for the kind words and the great questions! Let’s dive in. Working in VR is truly like walking on a razor's edge. It’s a technical hell where every decision must be calculated ten steps ahead. Performance requirements (high resolution across two displays + high frame rates) leave no room for error, and you…
Frankpolygon's perspective is what I'd think about plus the principles discussed relate too other shapes/subd processes as well e.g. Hemispherical intersections "Segment matching is a fundamental element of most subdivision modeling workflows." It's not the topology "A significant problem with trying to formulate a fixed…
In your animation menu, there is a 'Constraints' drop down menu, use the 'Parent' constraint to have the control handle control the joint (select the handle, then the joint, then select 'Parent' constraint). You'll see your joint(s) turn purple when properly constrained...move your handle and the joint will move too. You…
https://gyazo.com/8bad465f84c2387a0cbc2a78eb9f839d Im following along with this amazing tutorial (https://www.youtube.com/watch?v=h_A5XJmqSSE&list=PLt_Y4A81J7Bd7mxwP_Gi-ttVuL30QRY7d&index=58) and hit a road block. Basically I try and create a IK handle from the wrist to the top of the arm and my entire join chain goes…
I think monster meant constrain the locator (which the Left Arm IK is contrained to) to the sword as you're using the right hand to control everything. Then I'd orient constrain the Left Hand to the Sword maintaining offsets, then add a pole vector to give a bit more control over the left arm. Space switching may be a…
You could duplicate your bone chain, add constraints between the original and the duplicate and key the duplicate for export. Add _ignore as suffix to the original chain to exclude it from export. Otherwise, if you key the original chain, look in the attributes if you get a "blend something" attribute. When you key a…
Constrain > Curve(Path). I'd try making a few modular pieces (textured), then constrain them and adjust the age where needed. If the track is large enough that it would take too long to manually duplicate these along the constraint, you could keyframe the path%age from 0-100 (make this linear) and then duplicate it along…
Use a couple of locators as targets for the hydraulics constraints. Create a locator, parent it under the base in the position of the hydraulic pivot and create another locator parented under the boom arm in the position of the end of the hydraulics. Point constrain both piston parts to their respective locators, then aim…
For some of the veterans of the industry here, what would be the physics setup for the cars of some of the old school racing games like RR1 and Sega Rally? On RR, obviously the handling is very stylised, and the collisions are ULTRA basic (obviously not really supposed to be advanced/realistic collision wise) - but I'm…