cat555
Member
|
Model with child objects
Hi there,
I'm new to the engine, and this is probably a very simple question to those who use this engine for some time...
I have a model (airplane) made in blender that has several child objects (wings, flaps, propeller, gears, etc...). In gameplay, i need to transform child objects, like making rotations, translations, etc... i also need to define physics properties to each part differently.
...my question is: can i import this model directly to Esenthel, and Esenthel figure it out where to put joints between parent node and child nodes (then within the code i can access each part differently), or i need to model each part of the airplane as a different object, and then glue all the parts (joints) within the code?
Thanks + Regards,
|
|
01-06-2014 12:13 PM |
|
Tottel
Member
|
RE: Model with child objects
Hi there!
You don't have to use different childs; you can just create 1 mesh (which is more performant too). Then just give each part a separate bone, and control the bone rotations through code.
Hope that helps you!
|
|
01-06-2014 02:08 PM |
|
Marbasoft
Member
|
RE: Model with child objects
(01-06-2014 02:08 PM)Tottel Wrote: Hi there!
You don't have to use different childs; you can just create 1 mesh (which is more performant too). Then just give each part a separate bone, and control the bone rotations through code.
Hope that helps you!
I'm not sure it will work with translation
|
|
01-06-2014 02:29 PM |
|
Tottel
Member
|
RE: Model with child objects
(01-06-2014 02:29 PM)Marbasoft Wrote: I'm not sure it will work with translation
That's right, you don't translate bones. Based on what he described, I assumed he only needs rotations; so I think it would work for him.
|
|
01-06-2014 02:38 PM |
|
cat555
Member
|
RE: Model with child objects
Hi Tottel/Marbasoft,
Thanks for your feedback... well, if can be done with bones, it's really cool and easier that i thought would be. I will need translations also (simulate gear suspension), but in this case i can do separate objects.
I just see a problem with the bones solution. Imagine i want to detach an airplane part (in a crash, for example), and make it a dynamic physics body itself? How it will work in this case?
|
|
01-06-2014 03:14 PM |
|