NVIDIAGameWorks / FleX

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Combine soft FleX body with kinematic tree consisting of capsules with defined mass #72

Open henryclever opened 5 years ago

henryclever commented 5 years ago

I would like to combine a character (e.g. arms /legs) that has a predefined kinematic structure consisting of collision geometries, such as capsules, with FleX. For example, what happens when a non-moving character is perturbed by a bunch of particles? How would the arm angles on the character change? Can I somehow integrate FleX with a different engine to do this? It seems that the collision geometries in Flex are massless, so I don't think it would work in just the Flex environment.

Welcoming any input on this, including if I am making any wrong assumptions in my question.

Thanks! Henry C.

henryclever commented 5 years ago

It looks like the spinners in the following video (2:20) are collision geometries that are perturbed in this way. Could someone confirm that? Or is the user just manually turning on the spinners to look like they are being perturbed?

https://www.youtube.com/watch?v=Sr7ptXOUHMo

Thanks, Henry C.