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Dark Physics & Dark A.I. & Dark Dynamix / [Dark Physics] How do I create physics for my 3D car?

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YoshiDoshi
7
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Joined: 11th May 2012
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Posted: 14th May 2012 04:45
So I have been fiddling around with Dark Physics, got most of it down. But I decided to make my own simple car (I used milkshape) Now I know that you have to have limbs attached to the wheels from the body and then make Dark Physics simulate it as a wheel of the car. but I don't know if its easier to make the limb from milkshape or ingame? Whats better of the two? And how would I even go about making the limbs of the wheels in game? I also know that sometimes the wheels are backwards when you load the car ingame.. I'm really confused. I've read all the tutorials but I still don't know WHY it works like that, just that it is suppose to apparently. Most of my coding with dark physics is me hitting my head on the desk

Any help would be appreciated

Cheese
YoshiDoshi
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Joined: 11th May 2012
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Posted: 15th May 2012 05:41
k so I made a program that outputs the limb positions on the model and the body size, so I put that in and set the y origin to 0.6 since that was where the wheels connected and when I try to drive the vehicle pressing up key should go forward/whatever angle I'm in. BUT it drives sideways.. As if the wheels are not where they appear to be. So I fired up the visual debugger and it is infact showing the wheel limbs sideways and they aren't even large enough to touch the ground! I tried ROTATE LIMB but it doesn't have an effect at all So how do I rotate the wheel (limb) so when I drive it goes forward not sideways? In the game the wheels are showing straight, but the actual limbs are sideways.

Cheese
LBFN
12
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Joined: 7th Apr 2007
Location: USA
Posted: 22nd May 2012 01:45 Edited at: 22nd May 2012 01:46
I always start off with the example vehicle program, and place my rigged vehicle into it. I then tweak it from there. The way rigging in Milkshape that works for me:
1. Place a root joint in the center of the vehicle and assign all the vertices that are not wheels to it
2. Right front wheel
3. Left front wheel
4. Right rear wheel
5. Left rear wheel

The wheel joints must be separate children of the root joint. Also, the joints need to be dead-center both horizontally and vertically in the middle of the wheels, otherwise they will hobble along.

Here is a pic of a vehicle that works in Dark Physics that has been rigged as mentioned above:



So many games to code.......so little time.

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MrValentine
AGK Backer
8
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Joined: 5th Dec 2010
Playing: FFVII
Posted: 22nd May 2012 23:40
I wish I knew how to rig...

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