Improved Cloth System
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Sinister Sloane
Registered User
Join date: 20 Aug 2006
Posts: 29
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08-29-2006 07:45
When I make a flexible prim for clothes, they always go through my avatar, so how about a system where you select whether or not if the object is cloth and sellect how bouncy etc.
Like it is now but with more options, make the cloth wrap round objects and don't clip through them and able to drag each point to a point. Say if you make a cloak you could drag the top right hand corner of a cloth enabled cuboid thin prim and then drag it to your right pec and do the same for the left corner and perhaps create more points and lock points in place.
Oh and please enable having more than one object attached to a part of the avatar (right / left pecs, skull, mouth, chin, stomach, lower arm, etc...). It gets really annoying when I make say a holster and a sword and I can't have them linked as it would screw up the code and so I have to attach them to different parts and position them correctly and then when I walk it clips and such.
EDIT: Grammar fixnizzled.
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Draco18s Majestic
Registered User
Join date: 19 Sep 2005
Posts: 2,744
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08-29-2006 11:50
Issue:
Flexiprims are non-physical (phantom) and thus don't have collission bounding boxes. Your suggestion requires some computer to calculate a collision box for a seriously deformed prim and then make it "mush" around other collision boxes.
And we thought that toruses were laggy.
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Sinister Sloane
Registered User
Join date: 20 Aug 2006
Posts: 29
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08-29-2006 13:25
I never understood why the model itself couldn't be made into the collision box.
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Draco18s Majestic
Registered User
Join date: 19 Sep 2005
Posts: 2,744
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08-29-2006 13:55
Because we're running on Havok 1.
And "object shape" collision boxes" are nigh impossible because of the way collision works. Simply a polygon can't be used for collision because a polygon exists in the renderer as 3 points (the verticies) and rastorization figures out where the interior is in TWO dimentions.
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Nixande Teazle
Registered User
Join date: 17 Jul 2005
Posts: 13
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08-29-2006 14:04
It would improve reading post like yours a lot if you would take notice of a key called enter / return.
It really helps to type it two times after a logical break in parapgraph. While this may seem as critizisng you on something totally out of context it isn't.
It helps you to get your post read. I only made it to the 4th line btw. So while you do see an increased click on this one by me, I never read it. As probably most others.
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Draco18s Majestic
Registered User
Join date: 19 Sep 2005
Posts: 2,744
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08-29-2006 14:37
From: Nixande Teazle It would improve reading post like yours a lot if you would take notice of a key called enter / return. Or a period. (I see all of two in the original post, and while I did read it I didn're read it thouroughly, but then I didn't need to to reply).
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Sinister Sloane
Registered User
Join date: 20 Aug 2006
Posts: 29
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08-30-2006 10:11
Yeah I always forget paragraphs and fullstops. Everyone tells me about it, me thinks it's to do with my dyspraxia. Anyway if you can't have collision in cloth meshes then I still thing adding and adjusting individual points and locking points so that they arn't affected by physics is a good idea.
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Tere Karuna
Registered User
Join date: 4 Jul 2004
Posts: 159
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08-30-2006 10:25
Hmmm you idea is so basic.. so simple... why hasnt every other major AAA MMO out there thought of it... why do they all have issues with clipping...
Sorry for the sarcasm; Ive been sour every since LL added another nail to SLs coffin (closing forum sections.) That issue has been plaguing computer games since day one. It still creeps into all the major ones. One those things we have to live with.
_____________________
"ooohhhh we didnt know what we had till it was gone; they paved secondlife and put up a shoping mall, oooooo, ba ba ba....."
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Sinister Sloane
Registered User
Join date: 20 Aug 2006
Posts: 29
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08-31-2006 03:46
Well collision is out of the window as mentioned before but what about adjusting and adding and locking individual points of the material?
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Vincent Nacon
Reseacher & Developer
Join date: 1 Mar 2006
Posts: 111
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Flex do have bounding box, only in linkset
09-03-2006 14:17
From: Draco18s Majestic Issue:
Flexiprims are non-physical (phantom) and thus don't have collission bounding boxes. Actually.... yes they do. The bounding box is created when set to physical, it will contiune to exist after you set it to flex. But that only work in a linkset. Don't believe me? Pay me a visit and I will be happy to show you. 
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Gearsawe Stonecutter
Over there
Join date: 14 Sep 2005
Posts: 614
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09-03-2006 15:33
the other problem is it will just bog down the users compter even more. People are already complaining about frame rates here and there. Now if there was a check box in preferenecs to have simple vs complex cloth simmulation, simple being what it is now and complex being what you want. Right now as it stands people do somtimes go overboard with flex prims right now.
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Draco18s Majestic
Registered User
Join date: 19 Sep 2005
Posts: 2,744
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09-04-2006 18:09
From: Vincent Nacon Actually.... yes they do. The bounding box is created when set to physical, it will contiune to exist after you set it to flex. But that only work in a linkset. My bad. I haven't messed around with Flexi-prims myself, so I just logic-ed out what I said based on observation and a few other things.
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