Game Development Community

LightWave ClothFX

by Caleb · in Torque Game Engine · 11/26/2006 (11:14 am) · 5 replies

I'm wondering if it is possible to use the LightWave ClothFX in Torque.

I don't won't Cloth that sticks to the skin; it would need to droop down. Also it might be used for hair.
Just wondering.

#1
11/26/2006 (6:14 pm)
No. You would have to add in cloth path data for movement or roll your own cloth dynamics code and associate your mesh with the dynamics system.
#2
11/28/2006 (3:59 pm)
O Well, that's a bit disappointing, I'll try and find a way that will work.
Thanks.
#3
11/28/2006 (5:28 pm)
ClothFX was not made for real-time rendering. It was designed for accurate cloth physics in procedural rendering. The real-time rendering for meshes is nice in-editor, but it was not designed for such purpose. Not only that, but Torque's modeling was not designed with cloth-physics in mind similar or different than ClothFX. You can bone your clothing and create DSQ animations and run them with their "body" animations. Not as smooth, but it would be *much* less intensive than real-time mesh deformation.

I do believe that there was a resource which implemented base cloth physics in TGE. I do not know the particulars, though. The book Physics for Game Developers from O'Reilly had a section on cloth dynamics. There are also several articles online, though many of them are designed with high-end processing power in mind and procedural rendering for utmost accuracy rather than real-time quick-and-dirty rendering.
#4
11/30/2006 (4:56 pm)
OK, I have started to use a tutorial on clothFX that I found so this isn't real important.

LightWave allows you to export a .mdd file that acts as a clothFX animation. With this, you don't have to recalculate ever time you load your cloth scenes. If some programming expert was willing to spend the time, they might be able to load this into torque. This would allow for good looking clothFX without using real collision detection.
#5
11/30/2006 (5:04 pm)
You could do something similar with mounting "cloth" to your model and matching DSQ animations. But it might look like DOA4 for the 360 with hair flowing through the model at times if things got a little off.