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Dimich
09-09-2007, 09:47 AM
Hey everyone. I am trying to figure out a way to create a bone-based hair simulation system for a game engine. I have a system for creating fake hair simulation with bones in Max using some of my scripts, but am not able to create a collision detection system. The only two ways that I found to be usefull are through the reactor (which I am not a big fan of) or through some scripting set-ups. The only way in script that I seem to think of using is creating a cusotm limit constraint via the intersect rays and their vector lengths. If anyone has maybe some algorithms in mind, or some usefull ideas, math links, etc., I'd be very greatful. Thanks:)!

d3coy
09-10-2007, 03:49 PM
There's a great paper called: "Advanced Character Physics" by Thomas Jakobsen

I downloaded it a while back, you should be able to find it on Google... or possible Google Scholar. He outlines a couple methods of real-time dynamics for game engines. The algorithms he outlines should be portable to MXS. I'm not sure if you need to make your bone sim real-time or whether it can be a baked post-process based on the base animation, though. Both should be do-able with script controllers and good physical integrators, although the term "real-time" for MXS might be stretching it :)

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