Smekens Robin Real Time Car Damage

Smekens Robin Real Time Car Damage

Smekens Robin Real Time Car Damage Graduation work 2018-19 Digital Arts and Entertainment Howest.be DAE - Graduation work 2018-19 1/33 Smekens Robin CONTENTS 1. Abstract ................................................................................................................................................................. 4 2. Introduction .......................................................................................................................................................... 5 3. Research................................................................................................................................................................ 6 3.1 Deformation in games .................................................................................................................................. 6 3.1.1 Wreckfest ................................................................................................................................................. 6 3.1.2 Grand Theft Auto ..................................................................................................................................... 6 3.1.3 BeamNG.drive .......................................................................................................................................... 7 3.2 Techniques ................................................................................................................................................... 8 3.2.1 Morph Targets/Blend Shapes ...................................................................................................................... 8 3.2.2 Skeletal Meshes ........................................................................................................................................... 9 3.2.3 Procedural Meshes ...................................................................................................................................... 9 3.2.4 Material vertex displacment ........................................................................................................................ 9 3.3 Glass ........................................................................................................................................................... 11 3.3.1 Materials .................................................................................................................................................... 11 3.3.2 Destructible Meshes .................................................................................................................................. 11 3.3.3 Particles ...................................................................................................................................................... 11 4. case study ........................................................................................................................................................... 12 4.1 Morph targets/Blend shapes ..................................................................................................................... 12 4.1.1 Quick introduction ................................................................................................................................. 12 4.1.2 Creating morph targets .......................................................................................................................... 12 4.1.3 Implementation ..................................................................................................................................... 13 4.1.4 Collision .................................................................................................................................................. 13 4.1.5 Annoyances ............................................................................................................................................ 14 4.1.6 Weak/Strong points ................................................................................................................................... 15 4.1.6 End note ................................................................................................................................................. 15 4.2 Skeletal meshes .......................................................................................................................................... 16 4.2.1 Quick introduction ................................................................................................................................. 16 4.2.2 Creating in 3Ds Max ............................................................................................................................... 16 4.2.3 Importing and testing ............................................................................................................................ 16 4.2.4 Annoyances ............................................................................................................................................ 17 4.2.5 Weak/Strong points ............................................................................................................................... 17 4.2.6 End note ................................................................................................................................................. 17 4.3 Procedural Mesh Component .................................................................................................................... 18 DAE - Graduation work 2018-19 2/33 Smekens Robin 4.3.1 Quick Introduction ..................................................................................................................................... 18 4.3.2 Setting up ............................................................................................................................................... 18 4.3.3 Using the runtime mesh component ......................................................................................................... 19 4.3.4 Annoyances ................................................................................................................................................ 19 4.3.5 Weak/Strong points ................................................................................................................................... 19 4.3.6 End note ..................................................................................................................................................... 20 4.4 Material Vertex Displacement ................................................................................................................... 21 4.4.1 Quick introduction ..................................................................................................................................... 21 4.4.2 Saving position and impact data ................................................................................................................ 21 4.4.3 Reading position and impact data ............................................................................................................. 21 4.4.4 Annoyances ................................................................................................................................................ 22 4.4.5 Weak/Strong points ................................................................................................................................... 22 4.4.6 End note ..................................................................................................................................................... 22 4.5 Glass .................................................................................................................................................................. 23 4.5.1 Destructible meshes .................................................................................................................................. 23 4.5.2 Materials .................................................................................................................................................... 24 4.5.3 Combining .................................................................................................................................................. 29 4.5.4 Annoyances ................................................................................................................................................ 29 4.5.5 End note ..................................................................................................................................................... 29 4.6 Combining Techniques .......................................................................................................................................... 30 4.6.1 Quick introduction ..................................................................................................................................... 30 4.6.2 Loose parts ................................................................................................................................................. 30 4.6.3 Suspension ................................................................................................................................................. 30 4.6.3 Collision layers ........................................................................................................................................... 31 4.6.4 Attaching procedural meshes & glass .......................................................................................................

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