I want cloth physics!

Post » Fri May 27, 2011 10:28 pm

Think they've tweaked the gamebryo engine enough to allow us to wear capes and cloaks and the like? I liked how they made your character look in Daggerfall. They had options too. You could wear them hood or no hood, Over the shoulders, or full coverage, it was a nice piece of customization options. the crafting system Obsidian made for New Vegas would be nice to see making a comeback for TES 5 as well, i imagine its something people have wanted to see in the series since morrowind.
Another thing; lets make the landscapes a little more varied maybe? Morrowind did a wonderful job. the ashlands, they had plains and farmlands, the blight. Also it was nice having areas you couldnt go to because you were too weak. The first time i was forced to venture beyond the Ghostgate was a true adventure. Stress, fear of the unknown, it was just an amazing experience for me as a gamer and i hope they can recreate that emotional feeling in TES 5 whatever circumstances may be in that story. The end.
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Matt Bee
 
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Post » Fri May 27, 2011 10:15 pm

Game is under a year away from release.

How about I hope instead of I want?




pretty please?
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Code Affinity
 
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Post » Sat May 28, 2011 1:15 am

I'd settle for cloaks. Physics or no.
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Add Me
 
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Post » Sat May 28, 2011 12:42 am

uhm. Their not using the Gamebryo engine :) their making a completely new one I think. But yeah, I hope they add all that you mentioned... Minus the Gamebryo.
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Jessica Phoenix
 
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Post » Fri May 27, 2011 10:10 pm

Physics on clothes? That would be awesome. o.O
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Amy Masters
 
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Post » Sat May 28, 2011 3:33 am

I think it's too late to suggest engine changes.
I believe development goes kind of like this.

First Year of Development
Preproduction
Story
Writing the New Engine Asset Creation

Middle Years of Development
Building the World
Play testing
Main Quest
Sidequests

Last year of development
Final Voice Work
Additional Side Quests
Bug Testing
Disc Production
Advertising
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marina
 
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Post » Sat May 28, 2011 1:44 am

Plenty of games these days are using cloth physics, even indies. just look at nvidia.com, its available for everyone.
It would sure be nice to see it in the game, but I dount think that just asking for cloth physics is enough. I personaly hope that the cloth will rip and show damage, something to go with the generic "damage counter". and It would be fixed when you get the item repaired.
In terms of Immersion, Persistence usually beats out plain visuals.
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KIng James
 
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Post » Sat May 28, 2011 2:37 am

Plenty of games these days are using cloth physics, even indies. just look at nvidia.com, its available for everyone.
It would sure be nice to see it in the game, but I dount think that just asking for cloth physics is enough. I personaly hope that the cloth will rip and show damage, something to go with the generic "damage counter". and It would be fixed when you get the item repaired.
In terms of Immersion, Persistence usually beats out plain visuals.

This.
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Captian Caveman
 
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Post » Sat May 28, 2011 7:46 am

Think they've tweaked the gamebryo engine enough to allow us to wear capes and cloaks and the like?
Cloth physics will have less to do with gamebryo. Even though apparently they have changed that component to their engine. and more to do with their physics engine. Which will probably still be Havok.

Anyway Havok does have a cloth sim component.

:shrug: might do to some degree or other.
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Dustin Brown
 
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Post » Sat May 28, 2011 10:24 am

God, I'd love cloth physics... That'd just be stellar... I tried making a flag for the top of a castle once... I ended up making a row of bones and animating them accordingly... Not exactly the easiest thing.
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joeK
 
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Post » Fri May 27, 2011 7:26 pm

They better have capes and cloaks or I'm taking a rifle to the nearest bell tower.
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NEGRO
 
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Post » Sat May 28, 2011 6:05 am

It could be amazing if done right. I'd like to see clothing that ripples a bit in the wind. Nothing too complex. Just simplified clothing flapping for the sleeves and skirt ends. I feel that capes and cloaks that move are a must. The same kind of movement could be applied to long hair as well.
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Shannon Lockwood
 
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Post » Sat May 28, 2011 10:35 am

Tech is readily available and it would be nice but not sure target platforms can handle it. If they are using Biped I'd at least appreciate lower body bones/animation to support cloth simulation.
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Janine Rose
 
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Post » Sat May 28, 2011 2:10 am

There's a lot of stuff I'd rather have my GPU/CPU calculating besides cloth physics.
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Amy Gibson
 
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Post » Fri May 27, 2011 11:03 pm

It could be amazing if done right. I'd like to see clothing that ripples a bit in the wind. Nothing too complex. Just simplified clothing flapping for the sleeves and skirt ends. I feel that capes and cloaks that move are a must. The same kind of movement could be applied to long hair as well.

And beards! Don't forget about flowing beards!
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daniel royle
 
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Post » Fri May 27, 2011 6:28 pm

I don't I really don't care about that, and this is possible in Oblivion anyways, it uses constraints and you can use that with cloth, ever notice that necromancer banner that acted like cloth and you can go right through it, also you can animate using the constrains (to give it that flowing in the wind effect), so it is possible, but never implemented

you should clean your brain of the wall, because I just blew your mind
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Sabrina garzotto
 
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Post » Sat May 28, 2011 6:38 am

I don't I really don't care about that, and this is possible in Oblivion anyways, it uses constraints and you can use that with cloth, ever notice that necromancer banner that acted like cloth and you can go right through it, also you can animate using the constrains (to give it that flowing in the wind effect), so it is possible, but never implemented

you should clean your brain of the wall, because I just blew your mind


lol The only thing thats going to blow my mind is Skyrim, if it fails to do so ill do the job myself with a shot gun
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Sheila Esmailka
 
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Post » Fri May 27, 2011 7:29 pm

I don't I really don't care about that, and this is possible in Oblivion anyways, it uses constraints and you can use that with cloth, ever notice that necromancer banner that acted like cloth and you can go right through it, also you can animate using the constrains (to give it that flowing in the wind effect), so it is possible, but never implemented



You can not do this on actors..ragdoll physics are hardcoded as disabled on live actors end of story.
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Enny Labinjo
 
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Post » Fri May 27, 2011 7:53 pm

You can not do this on actors..ragdoll physics are hardcoded as disabled on live actors end of story.

ragdoll had to do with bones, constraints are still active and they work fine, at least on weapons (look at the flail for Oblivion)
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Helen Quill
 
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Post » Sat May 28, 2011 1:04 am

ragdoll had to do with bones, constraints are still active and they work fine, at least on weapons (look at the flail for Oblivion)

Constraints have to do with bones. they exactly constrain 2 bones together. they are an essential component of a ragdoll system.

as for flail.... show me a ragdoll flail that is using constraints...
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lillian luna
 
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Post » Fri May 27, 2011 7:55 pm

Only problem is the game would probably slow to 3 frames per minute whenever more than two characters were onscreen at once.
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Micah Judaeah
 
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Post » Sat May 28, 2011 7:02 am

Constraints have to do with bones. they exactly constrain 2 bones together. they are an essential component of a ragdoll system.

as for flail.... show me a ragdoll flail that is using constraints...

look at the hanging lights in oblivion that uses constrains and has no bones, it is using the collision boxes for it, which could work with cloth

the collision boxes may prove a problem with the character actually getting hit, but it would still work
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RObert loVes MOmmy
 
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Post » Sat May 28, 2011 2:37 am

And this has to do with live actors how?

You do realize nodes ARE bones. You don't have to use skin to make a hierarchy.
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ezra
 
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Post » Sat May 28, 2011 9:13 am

hold on can't you just use an morph controller on cloth whenever an animation occurs, I believe that is what they did in AC2, that is a lot simpler than constrains and I do believe animations are still active
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Laurenn Doylee
 
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Post » Fri May 27, 2011 7:06 pm

two words. Wont happen.

maybe scripted cloth movements but nothing more.
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Hannah Barnard
 
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