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bones

edited 7月 2017 in Euclid Editor
hi,

euclid is hard to use yet very beautiful, well, that said, i wonder how do you use bones ?

and attach a mesh on it ?

コメント

  • Bones are not implemented.

    Besides, there is a physical operation function which is processed when "physical point(物理点)" is created.
    It is automatic calculation, you can not set the key manually.


    (Sorry for the automatic translation.)
  • Bone function is no implemented.

    There are "physical points(物理点)" in similar functions.
    But, It is something that can calculate the hair which can be swung by physical calculation, and can not set the key manually.

    ...Sorry for automatic translation.
  • Bone function is no implemented.

    There are "physical points(物理点)" in similar functions.
    But, It is something that can calculate the hair which can be swung by physical calculation, and can not set the key manually.

    ...Sorry for automatic translation.
  • Sorry, writing has been posted many times.
  • Hi @bekko,

    Hi, here is the instruction of how to relate ArtMesh with Physical Point

    [How to add Physical Point〕
    1. Open Main window of Euclid then select 2D Mode

    2. Select Physical Point tool in Tool Palette

    3. Add Physical Point by clicking canvas.

    4. Starting point of Physical Point is the point of center on canvas and it never be changed.

    〔How to relate Physical Point with ArtMesh〕
    5. Click ArtMesh you want to relate by [Ctrl + Click]

    6. Click an arrow from Physical Point you want to relate with [Ctrl + Shift]

    7. Click [Physics Setting] > [Set Physical Point Relation] in context menu shown by [Right + Click]

    [How to set Physical Point ]
    8. Setting of Physcal Point from the starting point cannot be changed.

    9. Choose an arrow from Physical Point related to ArtMesh.

    10. Choose a type of rotation among [Physics Joint Type] in [Detail] palette. There are three types of rotation as followings.

    Fix: Fix positional relationship from the point of the parent
    Sphere: Move freely keeping the distance from the parent
    Spring Sphere: Force positional relationship from the point of the parent to spring back to the original position

    11. Choose [soft] or [middle] or [firm] or [custom] among preset.

    12. Adjust the degree of swinging in [Detail Settings]

    [How to check movement〕
    13. Launce Simulator by clicking [Simulator] on upper right of [Main] window.

    14. Activate [3D Mode]

    15. Choose motion in dropdown menu on the bottom of [Simulator]

    16. You can see the execution of physics on each motion by play.

    I hope this helps you.
  • thx guys ! i'm gonna try,
    here is a lil sample, of our game "redstory" using euclid

    yagi(Staff)sevena7asoa (Dev Staff)
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