Can I attach clothes with ropes & solid objects in blender for simulation? - blender

I'm trying to create a boat sail & simulate the sail moving by the wind force
but I can't make the the clothes attached to other objects and move them by the wind force like this video
https://www.youtube.com/watch?v=-DQdzhTH6PA

Related

Blender: Water flow emitter parented to an animated armiture not working

The scene is an animated fire hose that sees a house plant on fire and hops over to put it out. In the example I am showing here, the domain for the liquid does not intersect the domain for the fire+smoke just to simplify, but eventually, my plan is for the water to spray onto the burning plant.
The domain for the liquid does not disappear when baked, and no water emits from the cylinder. The water-emitting cylinder is parented to the armature with automatic weights. It is not actually inside the domain until it is time for it to emit water. Flow is key-framed to be off until the cylinder is inside the domain. The hose nozzle is set as a collision-type effector but for now, the water emitter is all the way at the tip of it. I cannot post images inline yet so here are some links.
1 full screen shot
2 flow physics
3 domain physics 1
4 domain physics 2
5 effector physics
Any ideas why I am not getting any water?

Implementing a 3D Minimap for VR in Unreal Engine

I am working on a VR tower defense game. I want to place my towers on a small map of the field and at the same time show the field/units/towers on the small map, in 3D. Like this:
http://halo.bungie.net/images/games/Halo3ODST/imagery/screenshots/H3ODST_PreparetoDropCinematic.jpg
The map would be something like a small clone of the field. Is there a way to do so with camera etc. So that my minimap is just a re-render/clone of the field.
Sorry if this is the wrong place, but the Unreal Engine Forum is not working at the moment.
I dont know of a simple camera projection to 3D (since the camera map would be about scene capture onto 2D textures)
You can do a fake/tricky camera implementation tho. You just show a normal camera projection and put it into the world. Now you let the actual camera position depend on where the users location is in relation to the map.
You can cover this up with particle effects so it doesnt look like some TV that is following you....
depending on the complexity of your game and how u like the solution obove it might be better to implement a calculated model.
Like you have miniature models of everything u want to show on the map and then let a map class project every "object that is shown on map" the miniature version onto the map object.
Ofc this requires tons of work compared to just setting up a camera but you have alot of better control of how the map looks and what it can do (u could add functionallity, control options and special views etc....)

How to Track Non Skeletal Point Or Extend the Sketetal Tracking Framework to Add Addition Joints

Say for example if you wanted to track a tennis ball or extend the Skeletal Tracking Framework. How would you achieve this ?
Are you talking about something like this?
"Kinect 3D Projectile Tracker" - https://www.youtube.com/watch?v=GUv-LN26SGI
Unfortunately, the github link for the video is 404'd, so you wouldn't be able to look at the code for it. I suspect they used more general computer vision technique.
You could probably try and 'recognize' a tennis (or other) ball by color on the color stream (ie, what I think is happening in the above video), but that wouldn't really be 'extending' the skeletal tracking framework - I don't think that can be done, unfortunately.
At least not with the first generation kinect (I've not played with the second gen).
"Tennis Ball Tracking Using openCV" - https://www.youtube.com/watch?v=XKzQ3-iOK7k
Has a link to a tutorial on how to track a ball by color in your code, if that helps.

Objective-C: Better animation

Im working on a simple cups and ball game and right now I am making the cups move by using
_image.animationImages = [NSArray arrayWithObjects:...
and then having all of the images in the animation but each animation is about 200 images which is making it really big and slow, is there a way to have each cup move along a curve I set and just have the one image of the cup instead of the thousands for all the animations?
And also I plan to be able to have different cups to choose from, is there a way I can put all the cups in a sprite sheet instead of having each individual image? I do not want to use cocos2d because I am not familiar with it and do not want to restart this project.
You should look into SpriteKit.
https://developer.apple.com/library/ios/documentation/GraphicsAnimation/Conceptual/SpriteKit_PG/Introduction/Introduction.html
Specifically, here's an example for moving an object along a curve:
http://www.ioscreator.com/tutorials/moving-sprites-path-sprite-kit

i want to show road effect in cocos2D based game (like a bike is moving on road) iphone

i am unable to show road effect in cocos2D based game and also little bit confused about image. what type of image i have to use to show effect and how i can use this image in code to generate moving road effect.
Actually You need to move the background back in different layers or you can use parrallax node .
Here is a link for the by source code steffen ittereheim which describes in detail the process