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gamedev:deigde:editors:rig [2020/04/04 15:20] – [Shape] dragonlord | gamedev:deigde:editors:rig [2020/04/05 00:30] (current) – [IGDE Rig Editor] dragonlord | ||
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The rig editor allows to create rig resources for your game (*.derig or else depending on used modules). Rigs are used for [[gamedev: | The rig editor allows to create rig resources for your game (*.derig or else depending on used modules). Rigs are used for [[gamedev: | ||
- | {{ : | + | <WRAP group> |
+ | <WRAP column> | ||
+ | {{: | ||
+ | </ | ||
+ | <WRAP column> | ||
+ | {{youtube> | ||
+ | </ | ||
+ | </ | ||
Rigs can contain these elements: | Rigs can contain these elements: | ||
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<WRAP clear/> | <WRAP clear/> | ||
- | ===== Preview Video ===== | + | ====== Push ====== |
- | https://youtu.be/Bg-nYHpHPVU | + | |
+ | {{ :gamedev: | ||
+ | |||
+ | You can add //Pushes// to simulate impulses applied to a rig at the beginning of // | ||
+ | |||
+ | The **Type** parameter indicates what kind of push to apply. Supported are **Simple Push** and **Explosion**. Simple push applies a single impulse to the rig at the start of a simulation run. Explosion push applies a bunch of impulse at the same time spread along a cone. | ||
+ | |||
+ | The **Position** and **Orientation** define the position where the push is applied and the direction of the push. | ||
+ | |||
+ | The **Impulse** defines the amount of impulse in Ns to apply. If explosion type is used the impulse is evenly distributed across all applied impulses. | ||
+ | |||
+ | The **Ray Count** defines the count of rays to use for explosion type push. | ||
+ | |||
+ | The **Cone Angle** defines the angle in degrees of the cone to use for explosion type push. Rays are evenly distributed across the cone. | ||
+ | <WRAP clear/> | ||
+ | |||
+ | ====== View ====== | ||
+ | |||
+ | {{ : | ||
+ | |||
+ | The **Resources** panel defines the **Model**, **Skin** and **Animation** resource to use to preview the rig. Without a model no // | ||
+ | |||
+ | The **Animation Move** panel defines the animation move to play. Requires an // | ||
+ | |||
+ | The **Physics** panel defines the **World Gravity** and **Local Gravity** to use. World gravity applies to the bones in the rig while local gravity applies to the preview component itself. The **Slowmotion** parameters defines the update speed of the simulation and allows to examine physical behavior in closer detail to spot problems. | ||
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+ | The **Sky** panel defines the **Sky** resource to use in the preview view. | ||
+ | |||
+ | The **Environment Object** panel defines the **Object Class** to use as environment the rig is previewed in. | ||
+ | |||
+ | The **Camera** panel shows the parameters of the camera in the preview view. The values can be manually edited. | ||
+ | |||
+ | The **Camera Attaching** panel allows to attach the preview view camera to bones in the rig. | ||
+ | <WRAP clear/> | ||
+ |