Capsule: two layers.
Inner layer: The level of real collision.
Outer layer: Similar to a protective film to prevent separated objects from getting too close and getting stuck in objects when moving at high speed. Another function is to prevent the camera from being too close to the plane of view and seeing the objects behind the wall.
When moving towards the wall, it is often not a collision, but moving against the wall
. When walking up the stairs, the object is often moved up and down. Squatting on a
slope
When getting up, the position change may cause
the RagDoll system to get stuck in the environment. Clothing animation is implemented
by mixing physics and animation , and bones are buried in the clothes. Dynamic skeleton Mesh-based Cloth Simulation uses the mesh method to calculate the physical clothing material for each vertex. The physical mesh will be made into another set with fewer meshes.
Each mesh will have a constraint weight and set the movable range.
Clothing material
. Clothing calculation, spring particle model.
Deformation force and attenuation.
The force exerted by the complete particle on the clothing:
1. Gravity 2. Wind 3. Air resistance 4. All surrounding objects. The force exerted by the spring from all directions (elasticity and attenuation)
PBD
self-interpenetration
1. Thickening the physical model
2. Making the pace of physical simulation more detailed
Destruction destruction system
Divide the object into fragments
Establish a connection relationship
for each connection Each has a weight that sets the force it can withstand. That is, the hardness
. The set damage area will be connected in an environment.
Automatically generate area
2D to set bounding. Randomly generate 3D seed points
. After dividing the space, triangulate the space.
Pay attention to the texture generation at the fracture.
Vehicle: vehicle system
PBD/XPBD