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Antares : DEFORMATOR (OPEN BETA)

Discussion in 'Made With Unity' started by Neodrop, Jun 7, 2010.

?

What way to specify deformation resistance I should choose ?

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  1. Neodrop

    Neodrop

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    Last edited: Oct 5, 2010
  2. Quietus2

    Quietus2

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    That's a lot of fun Neodrop!

    The question I have though is if the deformation are simply randomly generated, or if your routines handle the car driving into a pillar, a wall, two cars colliding, etc and be shaped by them?
     
  3. Neodrop

    Neodrop

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    It is sensitive to external influences. From what side there is a blow, from that side there is a deformation. On contact vectors.
    Yep. This can be used in car racing game for car deformation.
     
  4. Quietus2

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    Omg can't wait to see the collision demos! Awesome work as usual neodrop.
     
  5. Ethan

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  6. siliwangi

    siliwangi

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    does the effect of deformation would be configurable?like i can select/choose which side/vertex/vertices of a meshes is more soft/hard/medium to the sources of explosion/any effect/meshes that causing deforming to the mesh target.
     
  7. Neodrop

    Neodrop

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    I saw your demo, but do not saw your code. Pleace the link in first post. It is difficult to find it on second page.

    Yep, My code is very seems. But I work with other, potentially more flexible idia. I hope, this will be simple anf friendly deformation system.
    BTW, thanks for sharing. I'll download it right now.
     
  8. Neodrop

    Neodrop

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    I search for the best variant.
     
  9. Quietus2

    Quietus2

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    Neodrop if you could somehow paint deformation weights with a texture that would be incredible. Would be easy then to have your routines do things like keep the engine block in tact when running into a telephone pole.
     
  10. Neodrop

    Neodrop

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    Yes. This is a good way. But there is a lot other problems with vertices movement control. I'm digging...
     
  11. Ethan

    Ethan

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  12. Neodrop

    Neodrop

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    Thank you, but I choose other way.
    Today will be a new one demo.
     
  13. Neodrop

    Neodrop

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    NEW DEMO

    More correctly deformations calculations.
     

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  14. PolyMad

    PolyMad

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    Somehow this demo is giving too low damage.
     
  15. Neodrop

    Neodrop

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    That just my settings. Deformation parametres can be recustomized. :wink:
     
  16. dm

    dm

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    press and hold down left mouse button for increasing speed of ball
     
  17. siliwangi

    siliwangi

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    Nice,it seem you making the chassis tyre too strongs,when i hit the wheel from sideways,i cann't manage to damage it,does is it possible to make the cross intersection of the chassis to be metally soft?i mean when i shoot the ball the wheel will be goes inside for decent degrees depends on the power,velocity,the material properties(soft,med,high) which made in the cross intersection wheel,i make a simple mock up as per-attached,i mean the red indicated soft material properties while black would be medium/hard density,so when i apply a force on the wheel it will be applied to the intersection and the part which interconnected to it,does it possible?if yes sign me up! :D
     

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  18. Neodrop

    Neodrop

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    This model do not have a chassis. Forward and back wheels are uniform. They are connected in pairs.
    It simply model. Not the ideal.
    Well, the wheel brekage is a little bit separate task. This system is created for deformation at all. Not only for cars.
    May be, I will write same helping methods for cars setup. But I can't be sure now.
    BTW - this is a simple task, but potentially it is not universal.
     
  19. siliwangi

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    separate task you mean i need to incorporate with unity built-in physic?or do i need make simple 'skeleton' inside the meshes which use the physic and on the top of that your deformation addon?
     
  20. Neodrop

    Neodrop

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    I thing about Fixed Joints for example.
     
  21. Neodrop

    Neodrop

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    All deformation routines are done. And now, I need your help.
    What way to specify deformation resistance I should choose ?
    Please, add your vote.
     
  22. Neodrop

    Neodrop

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    Missed poll options : Manually assigned controll spheres.
    Something like that :
     

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  23. Neodrop

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  24. Ethan

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    The vertex move delta should be limited though (f.ex. don't move a vertice more than 0.2 meters on impact - in my example i made a param out of it).

    If the barrels on top fall on the ground, some vertices move by more than 1 meter through all others which looks unnatural.

    But most of the time it looks cool ... it's fun :D
    keep it up!
     
  25. Neodrop

    Neodrop

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    I do not use your code 90% of times. Only for massive random deformations.
    It is not presented in this demo.
    I should work :wink:
     
  26. Neodrop

    Neodrop

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    Fixed and reloaded. :wink:
    I have open setting to prevent this situations.
     
  27. Neodrop

    Neodrop

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    I need some model with vertex colored mesh for testing. Can somebody provide it for my researching :?:
     
  28. Neodrop

    Neodrop

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    I work over builtin Vertex Color Editor.
    Work in progress.
     

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  29. Neodrop

    Neodrop

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    Almost done.
    But I often have some Editor-related bug in console. I'm afraid, I do not see, how to avoid it.

    !IsNormalized (normal)

    wtf

    All works fine, but this warning irritates me. :evil:
     

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  30. Neodrop

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    This editor-bug is fixed in Unity 3.0 8)
     
  31. Pulov

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    amazing tool!!

    I love the way that you can colour the weakest-hardest zones so that you can "control" how the deformation will behave.

    Hope I can implement such technology in my racing game.
     
  32. Neodrop

    Neodrop

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    The Resistance Editor is done.
    No bugs or errors :D
     

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  33. UnleadedGames

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    Simply amazing. 8)
     
  34. Pulov

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    wow

    yes, it is realy looking good. I finish my exams next friday so will give it a look on the next weekend.

    Just curious. Does work with separate pieces, I mean, my vehicles comes with the doors, chasis, interior in seperate pieces. The idea would be to paint them separately and then let the tool deformate them separately?.

    The "fear" I've with this method is that may be the meshes will cross each other. I mean that may be, the interior cross the exterior body or similar results. Will need to try this. Just wanted to comment.

    And other thing that comes to my mind.... is about LODs. The detailed models on my project will have about 30k polygons, but as far as they go further I'm going to make LODS to decrease the polycount as fast as possible. I believe that when the next LOD to the one that has suffered deformations is loaded, the deformations will be lost. Am I right?

    Just this. >>
     
  35. Neodrop

    Neodrop

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    1. Paint separately, but deformate together.

    2. There is nothing to "fear". All be fine 8)

    3. For LODs, you can store the collisions data (normal, impact point and impact power) and simulate deformations for new LOD mesh with 1-2 lines of code.
    I have provided this possibility in Deformator core. But, of course, deformation is based on vertices and result can be a little different in different LODs.

    We need to test it.
     
  36. Neodrop

    Neodrop

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    NEW ONLINE DEMO

    Now, the deformations calculation is based on Resistance maps (if it is present).
    It can be a mesh vertex colos, or digital map, which stored in the Deformator component.
    All burrels and one car have a Resistance maps in this demo.
     

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  37. •BTM

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    This might be a dumb question, but does it work with skinned meshes?
     
  38. Neodrop

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    I'm not sure whether probably it.
    I think, the animation will affect all deformations.
     
  39. siliwangi

    siliwangi

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    awesome Neodrop!this is going to be commercial right?does the addon come with source if i bought?
     
  40. Neodrop

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    There will be two selling options :
    1. dll
    2. dll + Sources
     
  41. PROTOFACTOR_Inc

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    it seems you're esitating about the way to specify the resistance. vertex color may be used with low hardware ( or for internet exe ) to simulate shadows... i don't think it's the rightest way but it can be used to do it. A second UV set with an additional channel (while modeling) could be used with a black and white map should be less expensive for CPU ( but some modelers would choose an additional channel for light mapping ... and i don't know how many channels or uv sets unity can handle per object ...) taking advantage of a RGBA 32 bits format ( just the alpha channel ) in the primary uv set may be cool white = very hard and black could be used to tell unity that there is a glass in this area. just need some more parameters to instantiate a particle emitter of a breaking glass.
    But if i had to choose right now it would be a second UV set with a black and white map ( less CPU cost ).
    I just think you're gonna make the right choice...
    Thanks a lot for the antares version v3 compatible !!!
     
  42. Neodrop

    Neodrop

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    I have Two ways - Vertex color and right in component saving. If you wish to keep your mesh unchanged, you welcome.
    And, yes, Antares Project as and Antares Deformator will work in Unity 3.0
     

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  43. Neodrop

    Neodrop

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    I'm ready to publish open beta test version for Unity 2.6.1 and Unity 3.0
    if I'll find a betatesters.
    :?:
     

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  44. KITT

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    I have Unity + Unity iPhone 3.
    Would love to beta test this.
     
  45. Neodrop

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    Ok. I will send you, or publish here soon (2-3 days).
     
  46. Neodrop

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    Forgive for delay. I almost have no time for end of this project. Therefore the documentation still is not present. But there is a beta version.
    (the Link in the first post of this thread).
     
  47. Neodrop

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  48. Pulov

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    the browser crashes after the loading bar is completed!! with no error messages. Tried three times and kboom!!

    I run an XP64
     
  49. oblivionfeet

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    This looks seriously awesome! Works ok here too from what I can tell. Great work!
     
  50. Neodrop

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    Well, I don't know what can happend. What browser do you use?