Jump to content
  • Advertisement
Sign in to follow this  
Max Power

Algorithm for making "accessory" meshes fit on a morphable body mesh?

Recommended Posts

I don't think this is going to do. I tested it and it takes way too long. A few seconds is the most it may take, so I can run it in a background thread and update the mesh when it's done. And it doesn't even look better than my "triangle-bound vertex mapping" approach. Maybe I could tweak it to look better, but it would never be able to run decently fast at runtime.

I'm thinking there is no alternative to painstakingly prepare each clothing/hair/etc mesh with information about which vertices should morph with the body, and which ones should be "dragged along", maintaining relative positions to their connected neighbor vertices and try to only scale without deforming. But that kind of effort wouldn't be worth it for me. I just wish I knew that code from the Fuse editor...

Share this post


Link to post
Share on other sites
Advertisement
On 6/5/2019 at 11:29 AM, Max Power said:

I'm thinking there is no alternative to painstakingly prepare each clothing/hair/etc mesh with information about which vertices should morph with the body, and which ones should be "dragged along", maintaining relative positions to their connected neighbor vertices and try to only scale without deforming.

Yes, that is to be expected.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!