Quote: "* Added 'hairlimbs=x,y' to specify a series of limbs that represent hair"
In the latest update thread the above was mentioned, I have a couple of questions
hairlimbs=x,y Are these coordinates for individual bone locations and how would we assign these? Is it intended that these bones be named 'hairlimbs', will we have these assigned using a wildcard and what limit are we looking at? I find using dummies as bones practically removes the bone limit in this engine and in others I have tried it in. So it appears that if it isn't an actual bone then isn't counted but still skins and animates perfectly so you can use a lot more of them.
Quote: "* NOTE: Above can also be used for any limb that required the culling switched OFF"
If I understand what your saying here this will take load off the cpu for these kind of animated models. Are you referring to FULLBOUNDS = 1 to enable limb hit detection on root motion animations?
Do you intend to drop FULLBOUNDS = 1 ? Would be good to know how this will affect current models that use it.
Whatever, it opens a lot of doors for creating hair,cloth etc. In fact there are a bunch of things you could do with it, particularly if you intend to add physics into the mix.
I have no idea where your going with this really, is it intended for the Character Creator or are you guys planning on adding hair and cloth rigged models and characters to the product?
I can see it integrating pretty well with the CC but don't forget this could have a use for a lot of things