thefixer opened this issue on Aug 07, 2007 ยท 430 posts
Penguinisto posted Sun, 02 September 2007 at 9:22 PM
PJ: You are correct - a sphere is stupid-easy to calculate against (esp. in collision detections). OTOH, I can confidently say that I've calculated a ~1050 poly clothing item against a morphed PT Milgirl mesh in less than 30 seconds (Thorne's Ziza, to be precise). If I had a Qt license (forthcoming), I could finish my little project, get some smoothing action on, and have a little plugin I've been working on finished... The trick to save time is to knock off the parts of the mesh you don't need to collide against. For instance, take a typical miniskirt. You don't need to calc it against vert-heavy parts like, say, the figure's head, and in reality it breaks down to just six parts at most: hip, abdomen, buttocks, and thighs. Not the 20+ some-odd parts of the body, but merely six. One could also check to see if any other parts are within n units of the cloth (before and after the initial drape), and check against that as well. Wind and other effects can be done after the initial drape, as an option. This way it doesn't waste everyone's time calculating against a null option. ;) But... c'est la vie. The next version of D|S is liable to moot the little plugin I've been tinkering on and off of anyhow. /P