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Moving Hair?


DemonfireNinja

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First of all, I know very little about modding and I am not asking for someone to make a mod. I just wanted to know if it was possible to make a mod to have your hair move when you walk and blow in the wind cause I think it would be really cool if you could.

Again, I just want to know if it would be possible.

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To a certain degree, it should be theoretically possible to do a simplified form of this.. one could make a custom skeleton with bones for moving hair and create hair meshes and animations that use them. That'd give you hair that moves in tune with animations like running or jumping or attacking, for example. But I say 'to a certain degree' because if you wanted it to actually move dynamically with the wind.. I'm not sure. It might be possible to have it animate independently, for example the way faces and eyes have their own code for mode independent of the actual body animation, but I don't know if the engine really supports making any changes to that degree. It certainly is aggravating though, that it's 2011 and developers are still using solid polygon shell hair. Really, we've had cloth physics simulation hair since Dreamcast over a decade ago, it's just embarrassing to see modern devs unable to implement something like simple verlet integration.

 

Another idea that may be within the realm of possibility (though I don't know for sure) would be a custom shader that controls the rendering of the hair on NPCs. For example the way Flaming Familiars and Atronachs have 'wisps' of flame that rise off their bodies, I wonder if such a concept could be extended to flowing, dynamic hair.

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I dont think its passible, from what i know, it is disappointing that they didn't implemented havok clotches, they are using other havok technologies, why not clotches ? WHYYY ???

Their game would then be over kill on the console hardware. The game is already quite optimied as is... The trade off to get actual physics for dozens of hair meshes on screen at once would probably impact other cpu processes, like other physics and AI, basically 'dumbing down' the game in some way would probably be the only way to get these sort of eye candy in there.

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Their game would then be over kill on the console hardware. The game is already quite optimied as is... The trade off to get actual physics for dozens of hair meshes on screen at once would probably impact other cpu processes

 

Well, for starters, one could begin by implementing it only for players and several important NPCs with trivial processing impact, even on consoles. Cloth physics don't need detailed, accurate physics simulations; very basic mathematical approximations work fine. Technology like this is already in the game, such as the flapping banners that shake in the wind scattered all over. Look at examples like City of Heroes, which has no problem rendering dozens of cloth-physics capes and scarves onscreen, and that game is 8 years old now. As I mentioned previously, relatively ancient titles like Soulcalibur and Dead or Alive on the Dreamcast or similar systems from 1998 (vastly underpowered compared to today's 360s and PS3s) had no trouble rendering simplistic cloth-physics hair. It has very little to do with processing power and very much to do with designers not thinking outside the box.

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I dont think its passible, from what i know, it is disappointing that they didn't implemented havok clotches, they are using other havok technologies, why not clotches ? WHYYY ???

I mean, really.

Edited by necKros
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If they don't use the Havok cloth tool, what do they use to create flapping banners in the game?

Just normal havok physics. It's just a mesh skinned to a bone chain with constraints. Same as it ever was.

 

@ccjuju.. when you add the extra collision objects to both the hair and the skeleton, and constantly do physics tests on it, it's not a free process.

Edited by Ghogiel
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