Cloth physics -1 reply

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Queef Richards

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2nd October 2005

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#1 9 years ago

I'll pretty much get to the point here.

Is it possible?




General Jaxun

Don't tread on me.

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9th July 2009

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#2 9 years ago

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.




Revo1

Kal01 from Totsl

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10th November 2008

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#3 9 years ago

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




General Jaxun

Don't tread on me.

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#4 9 years ago

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!




Last Wish

=_=

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20th June 2008

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#5 9 years ago
A new skeloten can always be made.

name one person around here that could do that. :rolleyes:




loda

the dude

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18th March 2005

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#6 9 years ago

He might not even be talking about a player model.. though he probably is.




minilogoguy18

kitty dances for rep!

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4th September 2004

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#7 9 years ago

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.




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Queef Richards

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#8 9 years ago

There is always stalax.




minilogoguy18

kitty dances for rep!

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#9 9 years ago

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.




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Queef Richards

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#10 9 years ago

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.