In this tutorial, we will show you the process of how to setup physical interactions between a bush asset and any other physicalized object (Player) in the level. To achieve this, we will be using our Touch Bending system and learn how to set it up in CRYENGINE. Touch Bending is a simple rope setup built into the *.cgf file to simulate a physical interaction between the player and vegetation foliage. This method works great for bushes and ferns and also trees with big leaves (e.g. palm tree), with separate stems and/or branches.
For more information about using the Vegetation Editor in CRYENGINE, please refer HERE.
Pic1: Touch bending in action (with physics debug info displayed: F10 or p_draw_helper=1)
We use instancing for the setup and it works through shared UVs (leaves which share the same UV space will automatically work with Touch Bending). The joints are set up through dummies, which are connected via an ordered naming convention. The system is basically in sleep mode for most of the time to save memory. That is why we add a volume mesh with the no-collide physics property to our asset that needs to cover all branches being used for Touch Bending. As soon as a player enters the assets no-collide volume region, it activates or wakes up the Touch Bending technology associated to the asset.
Make sure to keep the following things in mind while you work on your asset:
Depending on the DCC tool used - the links below show you how to setup vegetation assets for Touch Bending.