I Added Physics to My Character's Clothing
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- Опубліковано 20 вер 2024
- Wishlist VELKYN on Steam: store.steampow...
With this new feature, I have greatly improved the perception of my character for the better. A combination of fine-tuned animations and features such as cloth and hair physics suddenly caused many gamers to take an interest in my game and ask for a Steam link. In this video, you will get a closer look at how the feature works. Enjoy!
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Welcome to my channel. In real life I'm a software developer and in my free time I create video games. This channel shows my progress in the shape of devlogs and other gamedev related videos. Have fun here!
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The physics on her hair looks incredible too! Its the small touches that make a huge difference
better cloth behaviour than some big games!
Oh yes!
We do love that feature!
just wanted to say love the video and i always wondered how video game company's made the cloths physics work in real time and i didn't know they had bones for the specific part of the clothes on the chartcher and i always thought it was done more dynamically and in real time without using any types of bones on the clothes at all
Thank you very much! I'm glad you enjoyed it
I've always liked good clothing physics in games. Unfortunately, it is not very successful in many games today. But yours looks great.
Looking damn great!!
Also I thought I had to weightpaint each bone from its position to the end of its strain with a gradient, good to know that is not the case! Will try this out, big thanks and keep us updated!! Love it :D
if this guy is altering time and space, why doesn't he just solve world hunger
heheheh great marketing for magica cloth :)
A massive improvement would be to be able to set a multiplier for each bone (instead of a boolean for whether to include or exclude them), and then have it smooth out the values between the bones automatically. That way you could set the first couple bones to have a very low multiplier for the simulation, with the last couple being much more heavily affected.
This would even help with doing things like a chain around a neck with a pendant on it, as the pendant would have a much higher multiplier than the rest of the chain, which would let the simulation automatically steer the whole chain based on where it thinks the pendant wants to go.
Sorry for the late reply. That sounds reasonable and should be possible with a bit of code. At the moment everything still works without code, but it doesn't hurt to extend systems yourself 😊
This looks great but I have a burning question If the clothes have there own bones how does the characters bones manipulate the clothing items, the usual work flow I see is the clothes being patented to parts of the characters skeleton?
Sorry for the late reply. I may have phrased that poorly, but the custom bones of the clothing are of course subordinate to the character skeleton
Nice feature
is vercidium experimenting with quantum entanglements because i swear i made that exact same post
cool
i am trying to figure out how to do a walk cycle in blender
why the need of cloth colliders? why can't the body be the collider? is that a limit in unreal engine?
What engine is this?
Unity