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Clothing System

by Paul Ash · 11/19/2007 (3:06 pm) · 26 comments

This is a small video to show off the current build of my clothing system, the artwork is from out current educational game, expect this to be out for sell within a few months!

www.youtube.com/watch?v=fM-YyPDZoMc
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#1
11/19/2007 (3:58 pm)
that is nice!
#2
11/19/2007 (4:04 pm)
Wow, looks great! How much will you be selling this for? I could really use a system like this.
#3
11/19/2007 (4:43 pm)
The price hasn't been picked yet, but the add-on will include a player model(with animations) with a few pieces of clothing and documentation how to make your own.
#4
11/19/2007 (4:50 pm)
Roman style, I already like it
#5
11/19/2007 (5:26 pm)
very cool. I like it.
#6
11/19/2007 (8:08 pm)
There's already two free resources that do this...why would anyone pay for it?
#7
11/19/2007 (8:40 pm)
no, there arent any free resources for something this advanced, the clothing is fully deformable to move with the player not matter the animation.
#8
11/19/2007 (8:42 pm)
it also works with the run cycle and other build in animation sets that dont use the normal sequence code, no matter what you do, clothing stays in sync and moves exactly correct, there is no resource that is even close to this. you must have misunderstood what you see in the video
#9
11/20/2007 (4:34 am)
There is a clothing resource that supports animation, but it requires all the clothing meshes to be built into the player model. This clothing uses separate DTS objects for the clothing, and so it works much better than the existing resource if:
- You don't want to have to re-deliver the entire player model every time you add a new piece of clothing (ie: MMO where new clothing is added after shipping)
- You'd like to avoid the delivery or level overhead of clothing the player isn't wearing or won't see
- You have player models that are sufficiently similar that they can share some clothing
- You want to allow players to mod you game by adding new clothing (custom content)
The only potential drawback to this resource is that it requires additional bones for the clothing, whereas the existing one doesn't. As such, if you have a lot of players/NPCs animated at this clothing model may be lower performance than the existing clothing resource. However, you'd have to do some performance testing with both to be sure. Finally, use of this clothing resource should still allow use of the existing mesh clothing resource, giving you the best of both.

While I haven't used this yet, I have discussed it at length with Paul and this seems to have all the flexibility of the mesh resource without the drawbacks of having everything in one player model.

We are planning on using this in our game, as soon as Paul has it ready for release.
#10
11/20/2007 (5:20 am)
How are you dealing with interference? This looks great. I tried to put a coat on my skeleton liche king but I could never get the cloth to follow the figure.
#11
11/20/2007 (6:13 am)
we use the same thread that the players animations are using to call animations to the clothing, so they are literally on the same frame of animation.
#12
11/20/2007 (6:47 am)
Wow, I'm very interested in this. If you ever offer it available for sale let me know right away.
#13
11/20/2007 (8:21 am)
+1 interested :) great stuff!
#14
11/20/2007 (12:00 pm)
Ed is very accurate in what he says about this system, Tho we are currently trying to remove the need for in-game bones(the clothing will still need to be rigged tho) it will use the players nodes to move the clothing allowing for more speed and to make the animations more general (all clothing can be used for even models it wasn't exactly made for when thats working)

Just wanted to post another little picture to help the concept get acrossed in how this works, the clothing are detached DTS files that are attached in engine when they are mounted to the player, the player object then detects the clothing and sets it up to play off the same thread as the players animations. right now this system is a tad crazy but everytime I make a change it gets easier and easier, here is another little screenshot to show clothing working with the run cycle.

http://www.imagedump.com/index.cgi?pick=get&tp=520746
#15
11/20/2007 (5:33 pm)
That was pretty cool
#16
11/21/2007 (1:18 am)
This is very exciting stuff, not just because Im greek and love the sight of a toga. Very interesting to see how this goes and love to find out more. Keeping on edge of my seat over here (which is quite painful when its marble and your in a toga)
#17
11/21/2007 (9:46 am)
Any plans for a TGEA pack? Is this mostly going to be a code pack or will there be a significant amount of clothing with it as well? Also, I'm curious if the cloth is simulated at all?

Very cool stuff.
#18
11/21/2007 (10:06 am)
VERY COOL! I definitely want to know the moment this is ready for release! I've subscribed to the thread here. Please keep us posted! I also subscribed to your videos on YouTube. :) Would love to exchange knowledge if there's anything we can do to help.

Blessings to you,
-Sparkling
http://www.visionsgame.com
#19
11/21/2007 (6:39 pm)
Ross-

1)This will be released with TGEA version as well
2)There will be two different packs, one will come with the code and a small amount of clothing, the other will have more then a few pieces of clothing
3) The clothing isnt simulated at all, torque could not handle it, if what you mean is , truly simulated cloth.

on a side note, at later dates we will be releasing clothing packs that will work with this system that will be bought for much lower prices then the system itself.
#20
11/21/2007 (6:54 pm)
new video of the player walking around with clothing on.

it might take a while for it to go up as i JUST uploaded it, so if it doesn't work try back later
http://www.youtube.com/watch?v=ZfcwYj1b2vA
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