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Skyrim Cloth Physics


Kaspar482

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- Is there physics collision detection?

- Can I restrict movement in physics enabled bones?

yes on both accounts.

 

But probably can't have havoked physics on live actors as was the case in previous games. I don' think anyone has really tried in skyrim though

 

There is that mod: CHSBHC body mod and BBP -Breast and Butt Physics- by CherryHotaling

It enables breast and butt physics on a live actor (if that is what you mean?), if this is not animated then that means a physics cape is possible, right?

 

He even has a howto in the description, ill check that out!

 

Correct me if I am wrong, but the title of that is just misleading. It's cool and all, but it is skeletal animation all the way and nothing to do with live physics on actors. the only physics would have been simmed on the tata bones when it was animated and then baked to keyframes.

 

I'm not 100% sure but I do think you're wrong.

From the start it was as you say just regular animations rendered in 3d studio/Havok

Now it has prebones with lagcontroller that enables some degree of automated movement, I'm thinking that same system should be able to create rather decent cloth animations.

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I haven't used lag bone controller myself, and if that mod has used the lag bone controller, again correct me if I am wrong, isn't their function to lag the bones movement slightly behind the controlling animation? would you consider that physics? I'm not sure, but it is a controller, so technically I guess it's still animation right?
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- Is there physics collision detection?

- Can I restrict movement in physics enabled bones?

yes on both accounts.

 

But probably can't have havoked physics on live actors as was the case in previous games. I don' think anyone has really tried in skyrim though

 

There is that mod: CHSBHC body mod and BBP -Breast and Butt Physics- by CherryHotaling

It enables breast and butt physics on a live actor (if that is what you mean?), if this is not animated then that means a physics cape is possible, right?

 

He even has a howto in the description, ill check that out!

 

Correct me if I am wrong, but the title of that is just misleading. It's cool and all, but it is skeletal animation all the way and nothing to do with live physics on actors. the only physics would have been simmed on the tata bones when it was animated and then baked to keyframes.

 

I'm not 100% sure but I do think you're wrong.

From the start it was as you say just regular animations rendered in 3d studio/Havok

Now it has prebones with lagcontroller that enables some degree of automated movement, I'm thinking that same system should be able to create rather decent cloth animations.

 

Actually, I believe he is correct. That body has animated breast physics not real time havok. If I remember right, the author has made many references to the animations throughout the thread covering the mod in this forum.

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The CHSBHC Mod has keyframed animations. However the prebones, obey Havok Physics. IE when you jump the character's boobs do have lag, then float momentarily at the apex of the leap. So it has both. I wish I knew enough Havok to change it to fulltime physics. I dunno, maybe cherry will figure it out.
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Oh if it just was that easy, just setting collision points and just let the cape fly. I don't understand why they did not enable this from the start of, even Two Worlds have cloak physics. (and everquest 2 by, not 100% sure about that one, but the capes there did not seem to be animated)

I guess something got in the way. I guess if you have a little "know-how", making bones for a cape would probably be a cakewalk, but the only way to learn how to do this is to read tons of tutorials and learning it all from scratch. Im a noob at this, but these things are a lot of fun to learn. (love the "AHA!" moments)

I guess no one but the devs got the answer to why they did not include this on clothing/armor.

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