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Moving Hair?


DemonfireNinja

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I remember walking in one of those fisher houses.. there were some fishes hanging down from the cieling. When I walked through them they "dynamicall" reacted and bounced a little... couldnt it be possible to do the same to hair for characters?

I also remember when I played Soul calibur IV, the characters had some nice and dynamic hair. When I extracted the meshes from the game to a fbx format for reading in Maya, I saw that those hairs were simple skinbound polygons with bones... Im pretty sure there is a possiblity to implement this in the game - though it could be rather performance impacting so that older computers or consoles could not handle this anymore... Am I right or is this not as simple as that? I dont know exactly...

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I remember walking in one of those fisher houses.. there were some fishes hanging down from the cieling. When I walked through them they "dynamicall" reacted and bounced a little... couldnt it be possible to do the same to hair for characters?

I also remember when I played Soul calibur IV, the characters had some nice and dynamic hair. When I extracted the meshes from the game to a fbx format for reading in Maya, I saw that those hairs were simple skinbound polygons with bones... Im pretty sure there is a possiblity to implement this in the game - though it could be rather performance impacting so that older computers or consoles could not handle this anymore... Am I right or is this not as simple as that? I dont know exactly...

Yes it is more or less the same as those fish. The difference is only that characters are driven by animation, and not ragdoll, only when the actor is disabled or dead, and skeletal animation ceases does ragodoll take over. But it is well feasible. Though comparing any freroam game to a fighter in terms of what the rigs, texture resolutions and polycounts are like, is probably the most skew perspecive to take, in a fighter the total focus is on character assets, an being limited to like 2 on screen at a time allows them to have extremely detailed rigs and character budgets. Where as with beths games, they broadly optimise across the board far more heavily, pretty much out of necessity.

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