The first bone is automaticly made kinematic so it wonīt just drop all bones, you can manually in the bullet tab change any bone to any type of bullet type, so you could actually pin a hanging bridge by making the first bone and the end bone kinematic and let it be affected by gravity in the middle, or move the end bone in various way.
You could also probably use other hinges type to make it move differently or even use motors.
In this sample (all samples) the bone chain needs to be created in order, and you select the bones you need and make them point to point bulletfx, each bone is connected and set up with a constraint type..which could be changed to hinge, cone twist, slider, spring etc...and that determines the connection movement constraints, while the bones themself are made as rigid bodies.
I would say yes to your proposed scenecase without having testing it, It should be possible ..In my mind
Last edited by prometheus; 03-24-2017 at 01:10 PM.
I just rediscovered the germinator plugin, and I must have missed something seriously good while testing it way long time ago, the germinator plugin is sort of an L-system, where you specify rules how the polygon branch or the polychain will be made, and what I missed is that you can go in to the options tab, and let it create skelegons at the same time it creates the L-system, so if you know your Axioms ...or load some of the accompanying seed scripts in to germinator, you can then create a tree branch already rigged, of course... you could do similar with the dp verdure tree pack, but this may be a bit simpler and more specific when setting the L-system rules, It works nicely to do roots, convert skelegons to bones in layout, apply ik booster and bone dynamics, add a rock, make it a collision object then hit ikb calculate and make the roots drape over the rock.
Last edited by prometheus; 04-01-2017 at 01:30 PM.
But basicly you use ik-booster as mentioned..and partly as shown in the vid I did as erikals pointed to, william vaughan also has an ik booster octopus on the tube somewhere that conforms to a collision object.
For a tree, or roots you first need to dress the tree up with skelegons and convert to bones, but if you use dp tree you just create the tree mesh first, drop the tool, after that, select your layer with the main object you need to create the tree and run the tree plugin again..the previous setting should be intact..but this time you just create the tree in render / line mode, itīs located just under add preset..and from there you choose subpatch mesh or poly mesh or just line, so line is what you want in the background layer, then you convert that layer to skelegons,
convert to skelegons can be found under setup/skelegons/more/convert skelegons..
adjust the direction if any bone is in need of that by hitting "f" for flipping polygon.
Then itīs just a matter of sending it to layout and convert skelegons to bones, add ik booster, make your rock or ground object a collision object (old legacy collision objects) and hit ikb calculate, now you could also use bullets bone dynamics, which may be a bit harder to set up since it requires a certain order...and you wont get ik booster to work with that if you want to manually adjust the roots as well.
my previous post was about germinator, an old plugin that you would need to enter certain L-system axioms..so you can get very interesting branching there as well, though dp tree is specially designed for treeīs...Germinator has a mode to create the L-system with skelegons directly though..so you do not have to go through the steps you do for dp tree to create the skelegons...so itīs a bit faster there, a future idea may be if Denis could implement a skelegon mode as well for
dp tree, and work a bit more on the root system to allow it for more extended branches in several split generations.
You can also use blender and lightwave in combo, that is to use any polyline structure (edges) and fold it dynamicly to any object in layout with bullet deforming body or clothfx legacy, then save it as transformed object, load it in to blender and add the skin modifier wich wraps a mesh around the polyline structure.
On the other hand, you can draw instant mesh roots with the newer blender..or use grease pencil and convert to paths and then bevel thicken them, that suggest a perfect drawn curve and mesh over any surface, while using the dynamic method allow for gravity wrapped structure and that can produce gaps between the rock/ground and the root ..where they dynamic forces has interacted..and it may actually be what you want.
hereīs William at it with an old ik booster tute...what you need to figure out for yourself...by my description, that is how to rig the tree with previous suggested workflow with dp tree...