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#1
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Snake slithering... how to accomplish this in Vizard?
Hi,
I am going to have snake slithering animations onto a terrain. For the rigging process I will make the bone to be as close as possible onto the abdoment-ground. Could someone suggest a method of animating snake in vizard to make it realistic? By doing hand-animation the snake would be half-floating onto a slope terrain. Is there a way to tell vizard to have bone1,...bone10 to always at a certain distance from the ground / object with collision detection enabled? Is there a way to apply a mathematical formula (sin or Cos) onto the entire bone structure in vizard to produce a more realistic slithering animation? Thank you, Iwan |
#2
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Hi,
You could still use a hand-animation and simply rotate the snake so that it is perpendicular to the normal of the terrain it is on. However, this will only work on terrain with gradual height changes. Vizard allows you to take control of individual avatar bones. So you could manually animate the snake and use intersection tests to keep it above the terrain. I made a script a while back that simulates a snake moving, but only in 2D. The snake will follow the mouse cursor. You could perform a similar technique, except make sure that each new location is above the terrain. The snake does not check for collisions between itself though. Here is the code, hope it helps: Code:
import viz viz.go() class Snake(object): def __init__(self,num=50,skin=None,speed=0.1,turnSpeed=420.0,step=10): self.__buffer = [(0.0,[0.5,0.5,0],0.0)] self.__body = [] #List of body parts self.__step = step #Step time between each body self.__speed = speed #Movement speed self.__turnSpeed = turnSpeed #Maximum turn speed self.__bufsize = 500 #Size of position buffer self.__skin = skin #Skin texture #Add initial elements for x in xrange(num): self.addBody() def updateMouse(self,elapsed): #Get current mouse position pos = viz.mouse.getPosition(immediate=True) #If position is too close from previous, then stop if vizmat.Distance(pos+[0],self.__buffer[0][1]+[0]) < 0.01: return #Compute angle to mouse position angle = vizmat.AngleToPoint(self.__buffer[0][1],pos) #Make sure turn speed does not exceed max turn speed diff = vizmat.AngleDiff(self.__buffer[0][2],angle) maxDiff = elapsed * self.__turnSpeed if abs(diff) > maxDiff: angle = self.__buffer[0][2] + (viz.sign(diff) * maxDiff) #Compute matrix for new position mat = viz.Matrix.axisangle(0,0,-1,angle) mat.setPosition(self.__buffer[0][1]) mat.preTrans(0,self.__speed*elapsed,0) #Add position to buffer self.__buffer.insert(0,(viz.getFrameTime(),mat.getPosition(),angle)) if len(self.__buffer) > self.__bufsize: self.__buffer.pop() self.updateStepSample() def updateStepSample(self): size = len(self.__buffer)-1 for i,b in enumerate(self.__body): sample = min(self.__step * i,size) b.setPosition(self.__buffer[sample][1]) b.setAxisAngle(0,0,-1,self.__buffer[sample][2]) def addBody(self): b = viz.addTexQuad(viz.SCREEN,size=30,texture=self.__skin) b.drawOrder(-len(self.__body)) self.__body.append(b) s = Snake(skin=viz.add('radio_up.gif')) def UpdateSnake(): s.updateMouse(viz.elapsed()) vizact.ontimer(0,UpdateSnake) |
#3
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Hi Farshizzo,
I will look into it. Thanks for the hint. Kind Regards, Iwan |
#4
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Intersection question...
Hi,
I took this example from Punching demo, line 169 Code:
walkTo = enemy.walkto(headPos[0],terrain,headPos[2],vizmat.GetRandom(MIN_SPEED,MAX_SPEED),260,2) Kind Regards, Iwan |
#5
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Hi,
The y value of the walkto action can optionally be a node object. When this is the case the avatar will adjust its y position to be on top of the node. This is useful when you want the avatar to walk on a non-flat terrain. |
#6
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Noted! is this documented? probably I missed it.
Thank you. |
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