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所有讨论 > Help > 主题详情
NAT 2016 年 5 月 6 日 下午 11:15
cloth simulation?
Someone did try adding cloth simulation in dota2? Just like the cloak of Abbadon is satisfied.
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犬妻 2016 年 5 月 6 日 下午 11:59 
It's definitely possible...

https://www.youtube.com/watch?v=Y3JVO-sp4X8

But it's a lot of work atm. Even manual animation of cloth bones is probably faster.
Artfunkel 2016 年 5 月 7 日 上午 12:58 
I've never made any progress on working out how this is done. For a while I thought it was vertex animation, but when I started looking deeper into Source 2 I saw that there is actually a realtime simulation happening.

Any information on what needs to be exported would be welcome!
NAT 2016 年 5 月 7 日 下午 5:41 
O !
_(:з」∠)_
犬妻 2016 年 5 月 8 日 上午 2:32 
引用自 Artfunkel
I've never made any progress on working out how this is done. For a while I thought it was vertex animation, but when I started looking deeper into Source 2 I saw that there is actually a realtime simulation happening.

Any information on what needs to be exported would be welcome!
Source 2 doesn't use vertex simulation yet. Still with the old jigglebone system.

Source 1, however, did have true vertex simulation.
最后由 犬妻 编辑于; 2016 年 5 月 8 日 上午 2:32
Keepon dying 2016 年 5 月 9 日 下午 2:57 
引用自 ClinterinoM0 | C:
Source 2 doesn't use vertex simulation yet. Still with the old jigglebone system.
I'm wondering how does one add either jigglebone or helperbone to Source2 model.
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发帖日期: 2016 年 5 月 6 日 下午 11:15
回复数: 5