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3 Dimensional Chat / Animated cloth simulation

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rolfy
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Joined: 23rd Jun 2006
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Posted: 24th Jan 2007 06:01 Edited at: 24th Jan 2007 16:37
There are a couple of threads up just now asking about this kind of simulation so I thought I would post a couple of video examples of this to show the differences in film and game simulations.
This first is a short I did some time ago for a music video,this shows cloth collision,where the cloth robe is simulated by colliding with the model itself,this kind of simulation requires a high poly count making it useless for game models.
Note the animation within animation on the pirate flag and hat with the laughing skull.
http://www.youtube.com/watch?v=C7WpcYHdcqg


This second is a character in FPSC, is a single mesh and uses additional bones to achieve the cloth simulation.
Note the secondary movement of the apron and the butt cheeks.
[/img]http://www.youtube.com/watch?v=kbCKpxiIGac
Locrian
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Location: Burton Mi.
Posted: 24th Jan 2007 07:20
Great work rolfy. The fiddle player reminds me of the greatful dead mascot....'Blues for Allah' album if I'm remembering correctly.
rolfy
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Posted: 24th Jan 2007 15:30 Edited at: 24th Jan 2007 15:31
You are spot on Loc,'Blues for Allah' album sleeve was the inspiration for the animated character,around the time I did the vid I had been asked to paint an 18 foot mural of this.
Hence the red shades,I did change the robe a little for this though.
aticper
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Posted: 25th Jan 2007 01:26
I love the look of the first one. The second one is cool too, and the dance the charactor was doing in the second one had me laughing like crazy.

I wonder how hard it would be to access the bone data in real time to create collision with other objects, as I assume that with the way it's currently set up, the realtime cloth won't interact with other objects.

I'm not paranoid. Stop thinking that I'm paranoid!
Pillsbury Dobok
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Location: An educational compound in nowhereland
Posted: 25th Jan 2007 16:00
This server won't let me visit youtube (sigh)...

However, I can tell you that the FPSC idea sounds rather complicated. Positioning the bones themselves must be a real headache to apply the proper physics engine to (unless, I'm not quite getting the idea).

I am the keeper of the invisible flame. You shall not pass gas...

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