I agree with you, but I don't really know if a animated mesh would do the trick if they were to add animals. Because, first they want it to look real, second a N/B wouldn't look so real after made into a animation. Don't you agree? And this? "implementing proper tire wear"?
Oh nevermind, yes your right. They wouldn't. But if they were to, they would have to set them on timers, or something similar to that.
I did not mean NB animations. Those would look fake and bad on 'natural' things such as wildlife(or humans, etc). I meant an actual animation made in 3ds max that would play on a non-colliding mesh of some sort that would 'walk' around in the forest. Still, lots of work for a very little feature.
An animated mesh is a IK skeleton applied to a 3D model. That's the animation in 3DS Max. An IK skeleton is just a number of bones, which are the same as beams and nodes. If you don't support animation at all, neither will work. You can get an animated mesh, from 3DS Max(generally better if its non colliding), but I was just saying that an IK skeleton is the same as B/Ns.
You go make a walking deer in RoR then. Should be simple enough since 'it's the same as B/Ns'. I'm tired of your stuck up, know it all, attitude.
You cannot make a deer in RoR. And making a deer from B/Ns would NOT look right at all. But yes I agree with you. Not the stuck up, attitude.
I think you need to learn to read before getting mad about BS. I never said you can make an animal (deer) out of B/Ns. What I did say is that an IK skeleton used in animations is the same as beams and nodes. I NEVER SAID YOU CAN MADE RAGDOLLS WITH B/N. I'm tired of your inability to read and understand text. Notice I said That was implying it's not possible in RoR or BeamNG, because there is no animation(though I meant skeleton/ragdoll) that work with B/Ns like in 3DS Max with a skeleton. Again, learn to read.
Except it isn't... I do see where you're coming from, since joints in animation rigs do have some similarity with nodes and beams in that they can twist around eachother freely and such... Problem is, n/b skeletons use spring, damping and mass to be rigid. Animation rigs are just rigid because they are... They have no physics, and you can just tell them to not rotate more than a certain value. You can tell joints to stay in one line and not move, only twist. You can set keyframes and tell a joint to rotate 90 degrees in X between animation-frame 10 and 50 and your modeling program will remember that... You simply cannot tell N/B to do any of those things... Nodes only have postion coordinates(and mass). Beams only have spring, damping, deformation and breaking strenght... You can't set rotation using that, neither nodes nor beams... So you can't rotate beams or nodes like you can rotate joints... Sure, you could probably move that wrist-node to a certain location, but all you're gonna do then is stretch or shrink the arm while bending it, since nothing is gonna stop you from moving that node, unless the physics are already being applied. I don't even think you can tell the engine to absolutely prevent you from extending/contracting a beam, unless the physics are already being applied... You'd have to attach support beams to stop an elbow or a knee from twisting further than completely straight so they don't twist backwards. Which means you'll need a node somewhere that allows mounting of a support beam... And that support beam means you'll be applying more spring and more damping which equals more forces on the nodes... With something as complex as an animal/human skeleton, it basically means you'd have to make it pretty heavy for all the support beams you're gonna need, otherwise your "rig" is just gonna explode... Which is another thing IK skeletons don't do, because they don't have to deal with spring/damping, they're just there and your modeling program will make sure you don't accidently extend an arm by 2 meters unless you want it to... Rigging a character is pretty hard since you have to know how the real skeleton itself works. Your arms aren't just sticks that sort-of twist around your elbow when you turn your hand upside down... There's 2 bones in there that twist around eachother, and you're gonna want to replicate that some way in your rig so that it doesn't look massively stupid. And to do that you're gonna need more joints so you can bind the mesh of the arm to it so the skin wraps around the "bone" properly. Sure, it's easy to make a ragdoll in n/b... I could probably do it in like 10 minutes in RoR. Except it would clip through itself like crazy and be completely useless in every single way... It's hard enough to make an animation rig out of joints, with all the extra tools you have to keep those joints where you want them. Would be nearly(or completely) impossible to do that in n/b :/
Old thread, but I think it is a brilliant idea. It would be super immersive in free drive. Some birds and even some small animals would be great. We dont need heards of buffalo or attacking elephants. The game is in alpha and has a long long long way to go in optimization. It runs pretty crappy on my midlevel game machine. To me simulation is not just car physics, it has to do with the environment as well. I loved the game fuel and spent as much time just driving around as racing. Of course it all should be menu driven. So I can choose animals if I want them , and adjust physics so my computer can run good.
Yeah thats funny. reminds me of crazy mods in fallout vegas and skyrim. I know the core game is all about the real physics, which is fine. I am not really into the game for the ultra realistic physics. I use a wheel because I like to, and so its not handling too well because of that. I like the fact that it is open to modders, and with the "ability" to turn down some of the ultra great car physics people could mod the hell out of the world (and still have the power to play) and for people like me that would be a great thing. I bet there are alot of people that have paid for the game, like me, that enjoy it for the experiance of the world we are driving in , as much as the vehicles. I think this game has real potential for many gamers, not just the super high end sim people. I know when I drive my car I can "feel" the force of movement which allows me to turn, brake and accelerate correctly, how can you sim that "feeling"?
Of course I understand that this isn't really in the scope of the game, but seriously, how much harder would it be to make a N/B skeletal and muscular structure than to make a N/B car? It seems to me that if somebody who was interested in this decided to put in the time, they could make a fully functional, realistic N/B animal.
And then what? It would ragdoll right after you spawn it. And don't talk to me about LUA, because that shit cannot articulate, balance, and simulate the walking cycles/behaviour of any animal. unless you're a jbeam magician like miura.
Maybe you could "drive" it and set it on autopilot by tabbing to another vehicle. Idk, I'm not coming up with the logistics of HOW it would work, I was just speculating.