Shannon Poole Posted June 21, 2014 Share Posted June 21, 2014 This post may be a bit long winded so I apologize in advance. So I am working an ammo.js plugin for Babylon. As I go, I am trying to do a certain amount of preemptive problem solving. I am focusing mainly on the workflow to go from asset creation (including rigid bodies) to actually using it in game. I've looked at Blender and using the Babylon exporter. At first glance this seems great. Simple enough, just add a rigid body to the mesh in Blender and export. Ok, but that only gives us a handful of shapes and it’s basically impossible to really debug and tweak. Blender does some black magic to fit the shape to the mesh but doesn't really give you any feedback on what’s going on. You can’t even really see the hull shape. How does it determine what the capsule shape is fit to if you have a complex model? Just the bounding box? What about the axis, is it always straight up? And when is that applied, just when you first add it? It basically becomes trial and error. You have minor tweaks that you can do such as margin but again you can’t see any of it so it’s hard to use. So that’s the basic rigid bodies in Blender, the kind that the Babylon exporter actually pays attention to. And this is what I am trying to emulate when the models are loaded using the ammo.js plugin and Babylon impostors. Then there is the Blender Game Engine mode you can go into and have a little better control of the physics. You can actually preview the result but without real debug drawing it can be hard to really tell whether a capsule behaves as a capsule and not just a sphere. So now we have more control but the Babylon exporter ignores all this and beyond that BGE doesn't seem all that useful to me. Is that really enough to make a game with? Just dropping in a few hulls and calling it a day? Blender may not even be a viable tool for game physics. I have no idea but the name would suggest so. I read that some game engines rely on named meshes with prefixes like UCX_ and UBX_ to determine the hulls. This seems like a better approach to me since you have full control over the hull and can actually see it. However I am still a bit confused on what happens when you combine animation with the rigid bodies. I think this is more of a game engine design issue but I’d really like to know what kind of data structure would come out of this. Would something like Overgrowth (Partial Animation Blending) be the ideal result of something like this? And if that’s the case I don’t think Babylon’s approach of impostors would really work. It would need to be hull to bone binding instead of hull to mesh. So I spent the last couple of weeks trying to find any good information to help me come up with a good workflow. I am more of programmer and less of designer but I do have a little experience working with game artists and providing them with tools to create assets for my games, but never 3d. I haven’t really worked with 3d physics engines but I have a basic understanding of the concepts and mechanics and Bullet seems straight forward enough. It's the combination of meshes and rigid bodies that gets me and the actual asset creation. I feel like there are some huge gaps in accessibility for this type of thing. What are some other tools that people are using? Is there some way to make Blender work? I have more questions but I don’t want to sound like a crazy person so I’ll stop now. I am more than happy to dig into this stuff, I have just become frustrated with the lack of information and I don’t want to go down one road and realize later that it’s been solved already and that my approach was idiotic. Quote Link to comment Share on other sites More sharing options...
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.