Re: [Algorithms] cloth and animation
Brought to you by:
vexxed72
From: Bob <ma...@mb...> - 2002-04-30 11:01:44
|
Just about every realtime implementation I have seen (from Virtua Fighter to Nocturne) has this problem with interpenetration. You may find some papers on "self collision" but it seems most of those are intended to address the problem in non-realtime. You might try creating an artificial boundary for cloth movement by using a bone structure; constraining cloth deformation beyond a fixed diameter from the cloth object bone. Or perhaps a less accurate self collision detection using the bone structure, to at least limit the occurrences. To be honest this is a subject I'd like to know more about as well, so please let us know if you come up with something ingenious on your own ;) --Bob Yordan Gyurchev wrote: > > We were considering some real-time physically simulated cloth for > characters. > > Alas, we have encountered some problems. > > - Cloth and animation... the character bone system animates through key > frames and sometimes physically simulated cloth is being penetrated by key > framed bone. We tried some simple "fake" solutions but they solved some > particular problems and are not applicable in general. > Anybody solved this? Any ideas? > > - Are there any games that use physically simulated cloth for characters? > Alternative solutions? Or hybrid (physiscs/animated/tweened) solutions? > > Thanks, > Yordan > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=6188 |