Today was a slow day at work, and that invariably lends itself to flights of fancy.
I found myself recalling the slight annoyance I experienced recently with 'realistic' humanoid character models. Now there are a few obvious things that people tend to get hung up on... Skin tone, facial motion, body motion... But in this case, I was noticing that when the character on-screen sat down on the ground, the skin around her midriff did not wrinkle as one would expect from a real-life effect.
So I was trying to think of an Idea that might address this problem, and I think I have one, but I'd like to know if it's good or just simply impossible to implement correctly.... Would it be possible to make a meatbag?
Ahem... to be a little more specific... Clothing effects have improved fairly well over the last few years. The thought is to make a skeletal/muscular model, and then use a leathery clothing effect to tighly wrap around it. With today's processing power, this could even be advanced to the point of starting with a young model, and having a program rapidly simulate general motions and movements to calculate where wrinkles would eventually develop on an older person.
The only major problem that I could initially think of is that collision detection on cloth and other such effects tends to be wretched. Noone wants to accidentally have a character twist the wrong way and have a deltoid exposed. The skin 'bag' would have to be tight enough to the skeletal structure to approximate a proper effect, yet have nearly flawless collision detection.
So.... what do you think? Is this something that could work, or is it just a pipe dream at this point? I also invite other questions having to do with the nitty-gritty of how game AI and physics and geometry and whatever might work.
Who knows.... We might inspire you again, neko! ^^



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