Handling Clothing

Started by
18 comments, last by Hilbily001 17 years, 4 months ago
I am wondering, how would YOU handle clothing and dynamically manipulating clothing on the run. I know several games actually model characters with clothing on them which is a total waste. I am thinking of making clothing, attaching bones to them and copying the same animation set to the models, however that would be a waste as well. The only fairly artist friendly method would be to make an object and placing the same bones that you would have in the character and attaching each bone to the parent model, but that would involve quite a bit of code :/
Dave G.http://www.higstudios.comProjects:Project BU - Fast action pvp MOG
Advertisement
Moved to GP&T - this isn't specific to the DirectX API...

Cheers,
Jack

<hr align="left" width="25%" />
Jack Hoxley <small>[</small><small> Forum FAQ | Revised FAQ | MVP Profile | Developer Journal ]</small>

Bump.
Check out the nVidia cloth demos:
http://download.nvidia.com/developer/SDK/Individual_Samples/samples.html#Cloth
http://download.nvidia.com/developer/SDK/Individual_Samples/samples.html#glsl_physics

I'm not sure how they do it but it might have what you want. Even if you don't have an nVidia card you can watch the video for the first link (and the read whitepaper too if the link wasn't broken), and the source code is free to look at.
____________________________________________________________AAAAA: American Association Against Adobe AcrobatYou know you hate PDFs...
You might want to look at the Ageia physics SDK. The latest version is supposed to support cloth. Haven't tried it myself, though.
Not much as clothing physics yet but attaching clothing to bones, thats the stage I'm currently at right now.

I need to figure out how clothing is going to attach to the bones of my characters and as a arm moves at an angle the sleeve of the clothing bends as well.
Dave G.http://www.higstudios.comProjects:Project BU - Fast action pvp MOG
It depends on the type of the clothing you are making. The simplest type is armor which is mostly rigid and inflexable. For that you can simply create it as seperate pieces and parent the pieces to the joints directly. Then they will move with the character's limbs.

More complicated clothing can be smooth bound to the same skeleton as the model itself. This means you will have to paint weights for each seperate article of clothing to match up with the character to prevent interpenetration of the skin and clothing. There's no reason to rig the clothing with it's own seperate bones unless it moves on it's own seperate from the character's body like a cape or skirt.

I don't think cloth physics is the answer, the Ageia SDK does support it but then you're limiting your game to people who have an Ageia PhysX card in there system which so far is nobody.
Quote:Original post by MidgardSerpent
I don't think cloth physics is the answer, the Ageia SDK does support it but then you're limiting your game to people who have an Ageia PhysX card in there system which so far is nobody.


That's not correct. Base PhysX runs on the CPU and doesn't require hardware acceleration. The hardware acceleration allows for more stuff and more advanced effects.
I think I am going to end up having to copy the animation of the main character to the clothing and armor. It may be a waste but its too difficult any other way.
Dave G.http://www.higstudios.comProjects:Project BU - Fast action pvp MOG
The clothing should be rigged to the same bones as the character. Then they will use the same animations without having to copy anything.

This topic is closed to new replies.

Advertisement