Armatures; pose mode vs. object mode

This post concerns the manipulation of armatures in both pose mode and object mode.

I need to be able to pull away at vertices of this box with different armatures.
http://i156.photobucket.com/albums/t20/WireframeProductions/Non_club/Projects/successful-pose-mode.jpg

Works great in pose mode (I’ve made a few demo renderings moving that armature around), but my problem is that you cannot access ‘pose mode’ in the game engine. I need to be able to manipulate these vertices in the game engine, and I was hoping the armature would let me do that.
http://i156.photobucket.com/albums/t20/WireframeProductions/Non_club/Projects/unsuccessful-object-mode.jpg

Instead, when manipulating the armature in either ‘object mode’ or the game engine, the entire cube moves with the armature.

Is there a way around this?

On a separate note, can you have multiple armatures ‘pulling away’ at different vertices of the cube?

Thanks a ton! :slight_smile:

You need to turn those Pose mode behaviors into “actions” (hit I on frame 1 and then I again say at frame 11) and then select a Sensor and then link in the Controller then use the “action” as an Actuator, - all of this in the Game Logic panel in the Buttons window . Go to the GE support section for more information …

The GE does not (and most GEs don’t) have a “freely move around the vertices in a mesh” mode like you have in a 3D animation package . You have to “bake” an animation then refer to that when you play it the in the GE …

Hmm alright, thanks for the information Vertex Pusher.

If you just punch in movement for an armature into the IPO, does that turn the movement into what you’d call an action? To use that action in the game engine, I would just use IPO as my actuator and key in the frames of the action?

Could you tell me what game engines do support such vertex flexibility?

Thanks dude

Update:
Alright, I think I know what you mean by actions now. If I lock in keys while in object mode, they will stick in the game engine. I.E. moving the armature in ‘object mode’ from frames 1 to 15 would allow me to use the IPO actuator in the game engine to move the armature. moving the armature in ‘pose mode,’ thereby letting me shape the vertices, will not appear in the game engine.

Could you tell me what game engines do support such vertex flexibility?
Well none that I know of … though now even in Blender we have softbodies so in a limited way you do dynamically move vertices in the GE …

moving the armature in ‘pose mode,’ thereby letting me shape the vertices, will not appear in the game engine.
I don’t think you are getting what I am saying … When I say “create an action”, what I mean is to go into Pose Mode and insert a key at frame 1 then say go to frame 11 and then move/pose your armature and then insert another key . Now if you open up an Action Editor window you will see your bone(s) and the keys you set at frame 1 and 11, and up in the header you will see the default “Action” name . You can directly link to this action via the GE logic bricks .

Add a sensor brick and select an input device like the spacebar . So when you hit it while the GE is running your action will occur .
Then add a controller brick and then link it to an actuator brick . In the actuator brick you have the option to use an action as the actuator . just select that and type in the appropriate action name (it will be “Action” unless you have changed it) .
If you have set everything up properly, when you hit the spacebar your mesh will defrom according to how you set up your action …

I don’t play around with the GE much so if this still confuses you I would recommend you post the same question in the Game Engine Support section of the forum . There are people much more knowledgable there who could help you better .