problems: bone collision for fighting games

Hi,

I’m making a capoeira fighting game just for lerning to use blender and python:)

Every one know a way for getting collision on a bone or a deformed mesh :confused:

I know that therisn’t a way jet but…

I try to parent to a bone an object ie: when a bone move with an “Action” the object follow and get collision, but when i start the game the perented object don’t move,:mad: there’s a way to do this :confused:

I also try to parent the object and make an ipo animation that follow the bone and it works !! but i have many action… There’s a way to switch ipo’s when an action change :confused:

Thanks in advance.

Sorry for my english:o

Yeah it’s hard to understand what you are saying BUT I think I have a potential solution.

You need to make your objects have ray detectors on them, so that they can detect how close their opponents are too them.

THEN, if the ray returns a value that indicates, “You are close enough for a high kick, but not close enough for a headbutt”, then IF a high kick action is being played, once that animation gets to a specific frame, AND IF the opponent has not taken a defensive action, then you should trigger a series of conclusions that tell the system that “You have succesfully landed a high kick”

Convseresly, a head butt, being too far away, would simple trigger nothing and play it’s animation out and continue to wait on input from player.

I think.

o@_@p

maybe?

I’ve understand your method, i tried also this kind of solution, i’m working on this method to go on with the projects using near sensor but, thanks, i can use ray, because i don’t find how to use with success near sensors.

It’s a good method but too much complex, i’ve many action and too many way to do attacks, defense and interact with the opponents… Capoeira is not like other fighting it’s more complex so better is for me to find a way to detect collision in a more natural way…

Thanks for the reply, now i try with ray.

Bye

my advice is to start with something simple first then maybe you can gain some insight on a more complex system

1 Like

That definately sounds like sage advice, especially for someone just learning Python

wait u don’t even need ray detectgors just use ANY method to track their coordinates on the field.

You could also have a Ghosted cube that is added from layer two synched to the animation that registers a collision on the enemy. That’s what I’ve done in the past and it works adequately.

magicmyshu, yes a way to track coordinates…what method?

I don’t find this method, a way to track movements of deformed mesh…there are no way to do this, only fake collision…

About to start with something simple…it’s a good advice but there are no way to control armature-bone movements, i think that is a limitation of blender software, i repeat i found two solution:
one is to make ghost object (that are real point of collision) that follows the bone-movements of an action with ipos but is terrible for me (maybe i need more learning…) to do, because i have only one ipo and tons of actions, if i can select an ipo animation that follow the action… like action: kick and ipo: kick… i solved the problem.

Or a fake way that make a fake collision on a movement… this is no precise, any special movement are limitated of a frame to mode of movement (attack, desense…) that is too atrificial.

My request is simple:

In real time (the game) i need collision on a deformed mesh like the one on a object moved with ipo or force or dloc…

There isn’t a way to do this ?

bye

try attaching empties or objects with inverted normals , then add a near sensor so that whenever player one’s fist’s near sensor is close enough to player two’s eyeball’s near sensor that it will then register as a hit.

I don’t think the actual meshes will perform collision detection other than that of their bounding boxes.

Try my suggestion as well as Myshu’s, they should both work.