New Capes and Cloaks: animations or physics? Clipping?
Dark_Ansem
Member Posts: 992
So, I wonder whether, for new content, especially capes, we'd have to attach them to an existing animation set or we'd be let off the hook by assigning physics to them and let the engine do the rest. After all, the game does feature them, to a limited extent (see: Aribeth's boobs).
I also can't help but notice that the godawful clipping issue of robes / armor and capes is still present. Perhaps the updated models will help about that?
I also can't help but notice that the godawful clipping issue of robes / armor and capes is still present. Perhaps the updated models will help about that?
0
Comments
It doesn't deform around other objects in the way you'd want something to to get rid of cloak clipping.
Capes works like robes, you put the model and skinmesh it, the thing is that you need to make as many phenotypes you have. So, let's say you want to add a new cape to everyone? That means a male, female, as many phenotypes you have on your module and every race. Something like 10 x Y. If you want it only for the two default phenotypes (Normal and Large) that's 20 different models.
And yes it might clip