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Author Topic: deformVertex hair  (Read 9734 times)
fromhell
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« 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.
« Last Edit: May 03, 2015, 07:04:46 PM by fromhell » Logged

asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
revanic
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« Reply #1 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.
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cheb
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« Reply #2 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.  Lips Sealed

I think is necessary to assign weighs by hand, there is no algorithm to get sane results automatically. grouch
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fromhell
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« Reply #3 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

« Last Edit: September 15, 2016, 01:12:50 AM by fromhell » Logged

asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
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