Product Chat / Cloth simulations.

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rolfy
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Posted: 8th Oct 2015 08:14
It was some months ago I looked at getting cloth simulations imported into GG and after some time gave up trying. Still had it in my head though so I came back to it recently and finally succeeded in doing it. Anyone who has tried to export point cache or morph frames from any modeling program which supports cloth modifiers will know what I mean as far as achieving per vertex animation into GG.
Still a ways to to go with ironing out the method but it looks pretty cool now.

Flag which is a simple plane using setting cullmode = 1 in the .fpe to force it double sided in the engine, saving on face counts. Ramped up the global specular to show the flag animation more clearly.


Attaching cloth simulation to character rig, this could have some pretty cool applications for clothing etc. The vid shows a fully rigged and animated character with cloth animation.





Uman
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Posted: 8th Oct 2015 08:56
Not a comment on GG, but Rolfy = Pure genius.

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Scene Commander
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Posted: 8th Oct 2015 09:19
Great work, we can always trust you to push the boundaries.

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Emrys
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Posted: 8th Oct 2015 09:24
That's very cool rolfy

I've tried to do this a few times but not had much luck, well done !
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Bored of the Rings
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Posted: 8th Oct 2015 09:31
I do believe Rolfy you are a Genius, amazing work !!
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HarryWever
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Posted: 8th Oct 2015 10:22
awsome work.. very very cool to see.


Harry
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TazMan
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Posted: 8th Oct 2015 11:45
Rolfy as has already been said, pure genious. I have also tried to do this and failed, how on earth did you do it.
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synchromesh
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Posted: 8th Oct 2015 12:03
That looks Brilliant !!
Amazing work Rolfy
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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science boy
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Posted: 8th Oct 2015 13:32 Edited at: 8th Oct 2015 13:32
very nice indeed, is the floating dead going into the store at all? or up for sale by other means? anyway amazing work,
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3com
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Posted: 8th Oct 2015 18:01
Simply extraordinary.
Does the flag have bones?

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rolfy
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Posted: 8th Oct 2015 21:17 Edited at: 8th Oct 2015 22:31
Thanks for comments, it is all in my head as a very early prototype idea which I am pretty sure I will refine and come to the simplest steps required to achieve it. It involves dummy arrays attached to cloth simulated meshes at its simplest level, it is converting these dummies with key frames baked over to bones that is the tricky part and involves a few tricks in Max to make it happen.
I will release a step by step once I am happy I have it down

Seriously awesome looking dynamics though

Quote: "very nice indeed, is the floating dead going into the store at all? or up for sale by other means?"


Again, it is a prototype rig which will need more work, it is usable right now but so far with only one idle animation. It is all the same a full character at this point, once I am satisfied I have a good rig then I will complete it. I do have plans to create far more awesome versions of this which will include spring controllers and better meshes and textures, at this point just experimenting with proof of concept.

I am pretty swamped right now but after this month should be able to put some serious time into it.

Quote: "the floating dead"

lol....love it
JackalHead
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Posted: 9th Oct 2015 00:02
Nice! I tried to get cloth simulation from blender into GG as well as soft bodies and had no luck. The mesh looked totally destroyed in GG.
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TazMan
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Posted: 9th Oct 2015 10:43
Quote: "I will release a step by step once I am happy I have it down"


Can't wait thanks rolfy
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Disturbing 13
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Posted: 9th Oct 2015 21:32
Once again Rolfy is always the innovator!


rolfy
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Posted: 10th Oct 2015 09:33 Edited at: 10th Oct 2015 09:48
White wraith with illumination.



This guy is wired together with string and duct tape...no bones.

Since the character_basic.fx illumination is broken I was forced into what turned out to be a few very simple steps to get characters with cloth simulation working with the basic entity shader. Oddly both shaders will drive the animations. which shouldn't be happening, so I have no idea what I am doing, I only know it works
Bored of the Rings
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Posted: 10th Oct 2015 11:04
that is absoultely gobsmackingly awesome. well done Rolfy
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smallg
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Posted: 10th Oct 2015 11:12
he's looking great, cool script too
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Jerry Tremble
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Posted: 10th Oct 2015 15:11
Absolutely amazing!
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KeithC
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Posted: 10th Oct 2015 15:58
WOW! Very spooky!
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Shadow man
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Posted: 11th Oct 2015 00:32
Just stunning,.....carry on sir. .
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science boy
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Posted: 12th Oct 2015 11:05
well throw me a carrot and call me columbus,

that is awesome, love the movement on mr wraith. on a serious note rolfy, are you gonna give the fantasy fans a chance to embrace your creativity and put you into the hall of credits on their games by having the floaty fella in their games or you do you have other plans. either way awesome work.
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rolfy
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Posted: 12th Oct 2015 16:22 Edited at: 12th Oct 2015 16:27
Quote: "are you gonna give the fantasy fans a chance to embrace your creativity and put you into the hall of credits on their games by having the floaty fella in their games or you do you have other plans"
Still working on this but sure it will eventually go into the store. I am pretty busy right now but able to throw a couple of hours at things in the evenings.

I am finding I can now transfer all sorts of modifier animations into GG and there are endless applications, not just for characters, keep an eye on this thread for other kinds of animated awesomeness. The lid is well and truly off the box and I feel like I just busted out of jail.
DVader
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Posted: 12th Oct 2015 18:27
Nice work there! This opens up a whole lot more options anim wise I imagine it allows you to use all sorts of physics based goodies in future.


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rolfy
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Posted: 16th Oct 2015 20:27 Edited at: 16th Oct 2015 20:33
Wave and displacement modifiers, this needs a scrolling or rotating texture shader. Unfortunately the basic scroll texture is broken (finding more than one of the shaders are broken to some extent for now). The mesh animation could be smoother as well, but not wasting any more time on this one till the shaders are fixed.

A slow swell.
Disturbing 13
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Posted: 16th Oct 2015 20:30
Very cool! I made something similar to this but not as nice. Great work!


rolfy
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Posted: 16th Oct 2015 20:48 Edited at: 16th Oct 2015 20:50
Using modifiers takes all the grind out of it
This isn't limited to bone count as dummies don't count as bones and the static entity shader is used. I haven't run into a limit yet and so far have used over a thousand in one mesh and it still played the animation fine without exploding verts. I suspect all this vertex animation may hit on the CPU all the same and try to stay reasonable
3com
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Posted: 16th Oct 2015 21:42
Great effect here!
I always thought displacement modifier being unsupported by GG.

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Shadow man
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Posted: 18th Oct 2015 00:07
Quote: "but not wasting any more time on this one till the shaders are fixed."


Absolutely,.....you are way ahead of TGC, ,.....but nice effect anyway considering what
we have now,......you are just showing a taste of things to come.
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teamhalo
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Posted: 22nd Oct 2015 05:50
These are so cool ... boggles my mind getting animations into game guru, let alone anything near this quality. Great job.
rolfy
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Posted: 22nd Oct 2015 06:47
Thanks, here is another

Grungy lace curtains on a draughty window.
Jerry Tremble
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Posted: 22nd Oct 2015 12:22
That window is in serious need of some new weather stripping! Looks awesome!
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Emrys
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Posted: 22nd Oct 2015 14:14
Fantastic work ! I would have thought this thread would have more comments, serious amounts of hard work has gone in to getting these in to GG.

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Lance
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Posted: 22nd Oct 2015 14:20
That is excellent !
This is what GG needs to wake up games so they look more real .
Can the curtains be 'walked' thru ?
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rolfy
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Posted: 24th Oct 2015 13:31 Edited at: 24th Oct 2015 14:04
Quote: "Can the curtains be 'walked' thru ?"

Yes, with collision off or on depending on what you went. There is no additional collision with the player with these but it could be animated and scripted if player walks through.

This one is a particle geometry simulation.

A murder of crows.
Bored of the Rings
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Posted: 24th Oct 2015 15:13
Absolute!y spellbounding
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synchromesh
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Posted: 24th Oct 2015 20:10
Quote: "Absolute!y spellbounding "


Agreed .... Amazing Rolfy !!
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Shadow man
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Posted: 24th Oct 2015 23:47
Quote: "A murder of crows."


Now we're talking.
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science boy
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Posted: 29th Oct 2015 19:55
got the curtains, absolutely 10 out of 10. so many possibilities any chance of doing a single one? i see flags banners etc should do a pack i am already bought
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rolfy
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Posted: 29th Oct 2015 21:02 Edited at: 29th Oct 2015 21:05
@science boy, sure I could do a single curtain and some variations. I am finishing up the wraith right now.

The original idea I had for the crows was to incorporate these in some way into a character, as either a death animation or as gameplay where the character couldn't be harmed when in that form and reforming in random locations, we will see how it goes
science boy
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Posted: 29th Oct 2015 23:50
now that sounds absolutely brilliant, and looking forward to the wraith
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JackalHead
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Posted: 30th Oct 2015 23:57 Edited at: 30th Oct 2015 23:58
I can totally see that with bats forming into a vampire. Like on Dracula Untold. Can this be done in blender? Are you planning on making a tutorial.


Good Job!
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LeeBamber
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Posted: 18th Nov 2015 13:37
Hi Rolfy, as per usual, really top draw stuff! I read you mentioned a shader issue, and now I am released from the performance update work, I am throwing myself into the community hub hub and seeing if I can be of assistance answering questions and such like. I would also like to support your excellent work by resolving the issue you had with the shader. Please email me directly to lee@thegamecreators.com with a sample model and level and I will get an update out to resolve it for you (along with some other small fixes we have planned).
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