quote:Original post by SuperSpyBasically:
Don''t model the clothing as seperate objects. Just model any extra clothing geometry that sticks-out (coat tails, sleeve cuffs, flaired or baggy pant legs, skirts, etc.) right onto your base model... this will cut down on poly counts and prevent poke-thrus.
Give each peice of extra geometry it''s own unique surface material name, then you can switch these extra peices on and off in the game (depending on whether or not the particular character is wearing them). For any peice of clothing that doesn''t conform directly to the base character, you will need to rig with extra bones so it can be animated independently. As long as you animate the figure well, you shouldn''t run into any issues like Damocles was describing.
Hope this helps.
The clothing should share the bones of the body except for the free swinging stuff which should have it''s own bones. Make sure the path of the free swinging stuff doesn''t violate the chracter''s space and you should be fine.
Right?
I''m still seeing somesort of collision detection needed to make sure when the leg is all the way back in the stride, the coat tail doesn''t intersect the leg. Could you possible make sure that the bone''s distance from the point is never less than the bounding ellipsoid? Otherwise, extrude the point (or control point) along the vector normal to the point and the bone to the desired radius. (If you find the distance using the dot product method, you can easily get a point on the bone to form the vector needed)
I think you would have to do the collision stuff on the CPU and pass the final rotation/bezier patch as a constant into the vertex shader...If you use a bezier patch type system, you should be able to reduce the number of points tested for collision (although with an increasingly difficult test unless the control points were very heavily weighted) by simply testing the control points, then using the patch to determine the positions of the verticies for the clothing on the GPU...
Thoughts?