although, for multiplayer it wouldn't be THAT much work, you'd just need to go over the animations for the MP only stuff with the new bones.
you can simulate physics within xsi/max for the new bones, to make it look realistic, and then bake those down to keyframes. it'd still be a keyframed animation, but it'd look good.
Thanks and what about SP? Possible or not? If yes, how?
To get the bones to act realistically within XSI or max you'd have to define some sort of collision for the bones to interact with and then run the walk cycle animation with auto key set so that every frame would be keyed. It wouldn't be true dynamic cloth but like Lee said it would look pretty decent.
I noticed that when u lightning someone, the effect properly covers the model, so couldn't someone make an effect that simulates cloth, u wouldn't need new bones or anything, just put the effect in the shader file for th player model to use it.
It collides properly on the model, so in theory u could create an effect that looks like cloth and set it to collide properly with the model or if i'm wrong, just use an effect to simulate cloth without having to add bones or re rig, just change around some shader files
uhhh no, the lightning effect is a shader that affects the texture of the model, and obviously since that texture applies to the entire model, the lightning will affect the whole model.
Oh, my mistake. There was some chain of events a while back that led me to believe that it was hard coded. I went back and looked at the code again and now clearly see that it's not.
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