Has anyone been successful in finding how to make hair move like in the demo youtube videos created by bioware? Or is there a game setting or nvidia setting that makes hair move freely? I'm tired of the plastic hair I see on my characters and I love how the hair flows and moves in the videos. Also would like more variety in colors like silver and pure white, purples, pinks etc. I would like to make a dalish elf with golden hair too. Is there a tutorial that shows how?
Any hair movement/color tutorials?
Débuté par
Mithrildream
, nov. 15 2009 09:02
#1
Posté 15 novembre 2009 - 09:02
#2
Posté 17 novembre 2009 - 08:18
I too am most interested in adding some hair colours- if any of you clever modders has some input to share I'd be most grateful!
#3
Posté 17 novembre 2009 - 09:41
You don't need to mod them unless you're wanting something completely insane.
http://social.biowar.../8/index/176308 If you scroll to the bottom, my girlfriend posted some random colors.
http://social.biowar.../8/index/176308 If you scroll to the bottom, my girlfriend posted some random colors.
#4
Posté 18 novembre 2009 - 12:48
At the moment (to my knowledge) we have no idea what kind of skeletons (may be also morphs in hair case) and animation file formats are used in the game. Usually hair is animated either with extra bones (skinning to body bones is often not sufficient), or with morphs (3ds Max8 was used to create game models). Hair animations should be synchronized with all character animations and there numerous of them. Hence, even if we find out characters structure and have reliable exporters an enormous amount of work is required for every wig type to be properly animated. Easy solution (not synchronized animation) usually produces bad in-game results. Some sort of animation effect can be achieved with shaders but I not familiar with this area, and I do not think that this is applicable for character models, for something like grass this can work.
Note that there are no long hair wigs in the game, I guess this is done deliberately in order to avoid clipping of not-animated/rigid hair with other character parts during head rotations.
I do not like promo movies: they are often misleading and could be created even with another 3D software (Maya is generally used for such rendering) with another more complex high-polygon models that are specifically rigged for movie production and are actually not playable in the game.
Note that there are no long hair wigs in the game, I guess this is done deliberately in order to avoid clipping of not-animated/rigid hair with other character parts during head rotations.
I do not like promo movies: they are often misleading and could be created even with another 3D software (Maya is generally used for such rendering) with another more complex high-polygon models that are specifically rigged for movie production and are actually not playable in the game.
#5
Posté 18 novembre 2009 - 01:26
In some games such as Second Life hair movement is created with the physics engine and the use of flexi prims without the need of any animation.
#6
Posté 18 novembre 2009 - 03:56
In this case it is an integrated part solely of the SL game engine. Such popular solutions like PhysicsX or Havok should be also specifically addressed in the 3D modeler in order to be correctly processed by special game engine procedures. Do we have such in DA:O?
#7
Posté 24 novembre 2009 - 03:23
I thought I created a dead topic, thanks sooo much for your responses! I have to agree on the thought of the promo movies being misleading in some games. Morrigan and Leliana look so different in the promos that I didn't even know who they were till I read on a website who they were, I didn't even recognize them. The textures and realism look alot different in the promos compared to the actual game but I guess it's to be expected, I had just hoped for more realistic hair similar to promos but did not know what all was involved in achieving this, it looks like a lot of work from your responses! Thanks RavenKnitesight for the linky! I'll check it out now.
#8
Posté 25 novembre 2009 - 12:34
I have checked PhysX use for hair animation. I am not an
expert but I think it would be not so easy to implement that and, probably,
very resources consuming.
Collisions were always one of the difficult part for reverse
engineering and do not have official exporter.
expert but I think it would be not so easy to implement that and, probably,
very resources consuming.
Collisions were always one of the difficult part for reverse
engineering and do not have official exporter.





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