View Full Version : How Procedural breaking Geometric
so many game like <Face of War> ,<Crysis>,<WWii> can procedural breaking the model to small parts. I have found out the google, but i could't find any articles to talk about this technology.
some body can give me some idea or link ? thanks!
alt_nick
02-Aug-2007, 19:27
I haven't examined those games, but the standard in character animation is skeletal animation which already defines areas of the body (using different models stitched together and/or models with vertex weights for the bones).
Gibbing usually just exchanges a (part of a) model and spawns the cut off part as a physical object.
Not sure about the procedural part, but it'd be quite simple to modify what parts you use/where a part is cut and capped depending on where on a bone it is cut.
Plenty of skeletal animation papers and tutorials if you want to know more about it.
Edit: Skeletal animation isn't strictly for character models. Think of the bones more as tags with (at least) a position and rotation. You can define any kind of structure with them.
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