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Cloth physics I'll pretty much get to the point here. Is it possible? |
Re: Cloth physics I do believe that it is not. Most engines you see that have moving cloth, are base HAVOK engines. JKA uses Q3. Can it be simulated? Yes. Can it be true? No. |
Re: Cloth physics well you can simulate something similar using animations, the only PROBLEM we would face is that we would need a skeleton for the cape. So example you are making a new falling animation then you could using a cape skeleton (which we dont have) make an animation for the cape so it would go upwards while falling. or moving when walking and all. everything would have to be made with aniamtions though we would need a new skeleton and im not sure its possible |
Re: Cloth physics A new skeloten can always be made. It would take some time, however. Oblivion gave dangling clothes the effect that they were moving by using the tail bone effect on them. This was once used to increase the jump's appearance. Now the tail goes with the wing, instead of being a stiff hunk of wood. Clothes with tail bones, combined with this jumping mod made it look as if they were moving too. But! Oblivion came WITH a tailbone for the races like The Khajiit, and The Argonian. (Which I played profusely. You have got to see Daeshuus Llvidicuus.) The fact that the game came with the bone kinda' made my post useless, but I've seen new bones made before. If the devs can do it, WE can do it! |
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Re: Cloth physics He might not even be talking about a player model.. though he probably is. |
Re: Cloth physics Making skeletons isn't hard at all, and with XSI's GATOR tool all the animations could be transferred to this new skeleton but then you'd have to re-rig every model to it as well as make all the frames for the added bones. The Q3 engine would need some sort of physics engine incorporated into it somehow to have functioning cloth. |
Re: Cloth physics There is always stalax. |
Re: Cloth physics Well then the next main thing for cloth to work would be giving the player models a proper collision. Maybe using collision geometry like SWBF2 does so that the bones that the cloth are rigged to have something to interact with to make it move. |
Re: Cloth physics Yeah like you could have it so the player model makes itself a 'block' shader so the cloth can't or isn't allowed to pass through it... Just shooting in the dark here, have no idea how to make player models or anything. |
Re: Cloth physics Well what I described above is done in another game engine, right now in JA though the collision is merely just a box around the player. |
Re: Cloth physics Can the triangles of the model be made into a block shader? |
Re: Cloth physics From what I can tell, it is possible in JA, with a rather heavily modified game. Is it going to happen? Well, I don't think so. It would be a monster task, and pretty much everyone who has the ability to do so is already tied up. ...But dang it would be cool x_x' |
Re: Cloth physics It's completely possible with minimal modification to the game, it would just require a client-side mod. Have a look over at Wudan's (creator of the Dragon animation tool) forum: Mt-Wudan Forums (requires login) Just have a quick read-through, though he's no longer about in the JA scene. |
Re: Cloth physics Um that thread is like soooooooooooooooooooooooooooooooooooo old and I don't see any in game shots leading me to believe it was never completed and never will be. |
Re: Cloth physics it probably is old, thouygh il try talking to Eltran creator of stalax, he can probably tell us once and for all if its possible and if someone could do it? |
Re: Cloth physics Isn't it possible, to add 2 or 4 bones to the normal human-skeleton? O.o |
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but it will be A LOT WORK we would have to recreate all anims in XSi files using the new skeleton and then we will have to re-rig & weight all models in order to get rid of the : model disappearing in cutscene glitch |
Re: Cloth physics Okay so how can I add more bones to the human skeleton? |
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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. |
Re: Cloth physics Almighty_who knows what he does. Very well, indeed. AW, do you have an example of which you speak? |
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Thanks and what about SP? Possible or not? If yes, how? |
Re: Cloth physics 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. |
Re: Cloth physics 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. |
Re: Cloth physics ??? What does lightning have to do with cloth physics? |
Re: Cloth physics 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 |
Re: Cloth physics That wont work, the lightning that wraps the character is not even part of the force lightning effect, they're 2 separate effects. |
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Re: Cloth physics 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. |
Re: Cloth physics 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. |
Re: Cloth physics Ok well forget the lightning, but u could create an effect that moves around and simulates cloth without having to make bones, and it would just be in a shader. THAT WAS MY ORIGINAL, FORGET THE LIGHTNING! |
Re: Cloth physics Wait, I understand now, you say that the engine acknowledges the dimensions of the model for the lightning to wrap around? Instead of wrapping around the players hitbox, which is just a big rectangle, it recognizes each part of the model and instead wraps around that... interesting. I think, lol I might just be talkin nonsense here. |
Re: Cloth physics Forget the lightning! But anayway, ive looked in effectsed, and i think it might actually work well |
Re: Cloth physics Mhm.. I wanted to make a sword with tassles on the pummel, but ofc thats not possible because if you were to swing it would just sort of fling through the air. |
Re: Cloth physics Ive ben trying 2 make it myself, but im not skilled enough with effectsed, so if some one else would try it, that would help us all |
Re: Cloth physics Haha, I was gonna say it was a shader but just called them both effects instead. |
Re: Cloth physics Is no one gonna try to make this? Plz |
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