durf opened this issue on Jul 20, 2012 · 114 posts
Dale B posted Mon, 23 July 2012 at 6:07 AM
OP: Actually, you can't do that in any game. They have cutscenes rendered in high end software, or an animated 'titty loop', and that is about it. the polygon budget requirements for sbd can get huge. The calculations for -any- kind of dynamic are intense....and since most games today have to somehow work on fossils like the Xbox 360 & Playstation whatever number, both of which have all of 512megs to handle a game executable with, well.....
face_off: Cooooooool. I can foresee, if your implementation works out, an end to all the grumps about chairs and beds and other objects-de-sit-on.
I would dearly love some form of softskin dynamics; I animate, and the time it takes tweaking magnets, adjusting falloff strength for same, realigning things to avoid apparently squishing a bone, etc gets to be prohibitive. But I also know that we've had hair dynamics and cloth dynamics since Poser 5, and the number of people who open that tab once and run screaming is legion. Skin dynamics would be just as complex, if not more so. And currently, would require changes in Poser that would totally break its system. There would have to be an armature of some kind beneath the dynamic parts (just like you have to use current morphs to animate breast-bounce =before= you run a dynamic cloth sim). Such an armature is quite -possible-; we already have an exoskeletal version of that with conforming clothes. And Shvrdavid's magneto-deforming skeleton, for that matter (very cool concept and I'd hate to try and build one. Magnets and I don't see eye to eye for some reason...). But there -has- to be some 'bone analog' for the deformer to meet resistance from. That armature would add significantly to the polygon budget of =any= Poser figure. And that doesn't get into the issues of scaling and morphing that a Poser mesh is gleefully submitted to. There may be a way to do the armature-proxy sub structure that would be needed (Ghu knows the community has come up with some incredible hacks, work-arounds, and basic concepts over the years); never going to see a skeletal/muscle system like Maya and customized animation apps have. Those Who Animate (ie: The Poser Twelve :P ) would have no doubt disgusting biological responses over the frosty goodness.....but then again, we also know about spending time wisely for best effect. Most of the still artists look at dynamics as a waste of time, and as the comparative lack in advances in animation controls indicate, the still artists have the upper hand where resources tend to go....