Title: deformVertex hair Post by: fromhell on May 03, 2015, 06:59:04 PM like moving the verts of the edge seams of the surface (i.e. verts with 2 edges connected) tweening from the model's previous position from the last 1000 tics (maybe adjustable by a value and a threshold)
would be expensive-ish though (CPU effect), and would need a cvar to disable the use of it. and wouldn't be very vertex shaderable for a while just a random brainstorm for renderer_oa to get characters looking more lively. Title: Re: deformVertex hair Post by: revanic on May 04, 2015, 10:27:14 PM That actually sounds pretty awesome! Don't think it would really be that easy though... Might end up with hair flying away, or cutting through the entire head while running backwards.
Title: Re: deformVertex hair Post by: cheb on June 07, 2016, 03:49:41 AM I remember Neverwinter Nights 1 using this to animate clothing and hair (and Aribeth's tits :giggity:), but AFAIK they used per-vertex properties like flappiness and inertia and stuff. :-X
I think is necessary to assign weighs by hand, there is no algorithm to get sane results automatically. :no: Title: Re: deformVertex hair Post by: fromhell on September 15, 2016, 01:10:21 AM so i dont' forget about another technique
tether vector lookup table of vectors mapped to frame numbers prebaked physics for hair/ears for frames from 1 to 32 (0 is skipped as the default frame) get lowpass result of previous headorigin-playerorigin vector, apply to tether then lookup the frame with a normalized vector blend from default with the fraction of tether vector->normalized vector witht he frame to lookup that matches the normalized vector or someting ranodm blinking would be done by adding 32 to the frame randomly, assuming the sequence repeats but with the eyes closed, or potential additional emotions and maybe mouth movements somehow |