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  1. #1
    Player Selli's Avatar
    Join Date
    Feb 2014
    Location
    Posts
    1,668
    Character
    Selli Noblesse
    World
    Gilgamesh
    Main Class
    White Mage Lv 100


    They could at least make them a little bit floppy. D:
    (21)

  2. #2
    Player
    Jillian's Avatar
    Join Date
    Apr 2012
    Posts
    208
    Character
    Jill Winters
    World
    Hyperion
    Main Class
    Gladiator Lv 100
    Quote Originally Posted by Selli View Post


    They could at least make them a little bit floppy. D:

    I would love it if SE would add physics to some of the long/hanging type sleeves we have. I avoid glamour like the robe you are using because the pointy sleeves drive me crazy.
    (5)
    Snow Leopard Vtuberl: https://www.twitch.tv/ladyrandomvt

  3. #3
    Player
    Jeykama's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    780
    Character
    Meru Maru
    World
    Balmung
    Main Class
    Machinist Lv 90
    Quote Originally Posted by Lambadelta View Post
    Well the easiest solution is to have conditional checking on head/body pieces is that if you have a hairstyle that clips with it. Swap the hair to be put into a compact version like a ponytail, or a bun. This would be a simple model change.
    The reason I hope they never do this is because it looks meh and you end up having no control over whether that headpiece you like forces a different hairstyle on you.

    Quote Originally Posted by Saccharin View Post
    Well it could be the same as cloth physics if you treat long hair as say like a piece of cloth as it sort of does now. Proper hair is made of thousands of tiny strands so if SE would implement proper hair it would take enormous amounts of time to process.
    3D hair is modelled in layered chunks, even Gerolt from Witcher 3 with his fancy Hairworks tech has chunked hair. That being said, you can designate collision between hair chunks and body chunks, but that means designating collision for every single chunk of every single hairstyle, including race-modified hairstyles as well as every single piece of body armor. The scale of that kind of work can be done for a single player game or co-op game where nothing is really changed or added apart from DLC, but you'll never see this in any kind of game with continually added content like an MMO. It's just way too much added work. Not even the vaunted Black Desert Online with each hair chunk having basic physics can escape horrible clipping.

    Quote Originally Posted by Lambdafish View Post
    this will never ever, not until FFXXVIII MMO (september 2035 release date) happen. The amount of resources it takes to do hair physics is fine for a AAA offline game, because its all contained on a disk, but for an MMO, any player that looks at you needs to be sent that data from the server, which for something like that could cause fires at the SE server plant with the current state it is in.
    Physics is entirely client-side. You should be more worried about your own video card going up in smoke before anything related to server.

    Quote Originally Posted by Jillian View Post
    I would love it if SE would add physics to some of the long/hanging type sleeves we have. I avoid glamour like the robe you are using because the pointy sleeves drive me crazy.
    It would certainly be nice if they could add some drapiness to long sleeves but keep in mind that with those body armors, we actually don't have forearms (the hands are glued onto the robe at the wrists) and the connections between wrist and sleeve are pretty low-poly and would have to be animation-boned uniquely to prevent horrific clipping in any sort of breeze. They -could- design sleeves more like skirts (i.e. a cone + a skintight tube for forearm), but sleeves have a lot more visual variety than basic skirt shapes- they would be sacrificing sleeve variety in exchange for flappy sleeves (and higher poly count). I don't think it's impossible, but not sure if that's a good sacrifice to make.
    (2)