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Posted

Hey all.  I've been working on a new gorgon race that has all new abilities and appearance.  If you know anything about Greek mythology, then you know that Medusa, one of the Gorgon sisters was turned into a half snake half human creature that could turn people to stone.  Well, I've made the spell that can turn people to stone, and it looks great in game.  I'm not big on one hit kill spells(to overpowered and it sucks when an NPC can kill me like that) so the spell has a time limit.

 

Anyway, the point isn't about the spell, I'm just trying to show that the project is serious.  What I'm having issues with right now is, I've created a snake hair with physics but there are some problems with it.  First, several pieces are stretching off into oblivion.  I have no idea what I did to cause that.  Second, while I want the bounce to be near constant (to give the appearance that the snakes are a living part of the gorgon) the jitter is so bad they look like they are on crack.  So, any advice that can be given, I would greatly appreciate it.  HDT physics is very new territory for me, and I'm not sure of all that I'm doing. 

Posted

Thanks for the comments, I feel stupid.  The issue was that I had the mesh skinned to a bone that wasn't part of my HDT physics and since it didn't have any physics and the system was trying to give it some, they mesh stretched out to infinity.  I've fixed that and most just need to work on the jittering.  I want the snakes to move near constantly, but I don't want them jittering like they are hopped up on crack.  So far the tweaks I've made in the constraints either does nothing or removes all motion.

Posted

Just a quick update.  I've got the hair constraints straightened out and now it looks great.  I'm trying to work on making the snake tail that replaces the legs have hdt physics too.  But I haven't found anything on how to make it have ground collision.  Anybody have any ideas on how to do that?

  • 4 weeks later...

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