AI_Messiah
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- TL;DR Summary
- I don't need cloth simulation. I need to simulate clothing meshes. Made of triangles and I need an answer that someone with High School math can understand.
I don't need cloth simulation. I need to simulate clothing meshes. Made of triangles and I need an answer that someone with High School math can understand. I am actually using the time it takes for someone to answer to create a model with less geometry than the one I have been using. I want clothing that can be removed on a model that will be animated. I don't need stretching or wrinkles on my meshes, I just need gravity. I have an idea of how I could do it, but I don't know how to apply it. I will be using compute shaders for this (GPGPU). What I think I could do is push the vertices of the mesh outside the model and mark the ones that are loose, but how do I maintain the shape. then have another pass that iterates over the mesh in 2 dimensions and compare it with itself, but how do I start from the top and successively pass the vertices down. The clothing meshes will have a low poly count.