Character topology comes out "through" clothes/props fix....
Posted: Thu Feb 12, 2015 6:21 am
"Suggest and contribute"
Ok here is my idea that my brain just assembled ( Now for programming it )... Warning: programmer-speak used in the solution-theory:
Problem: Character topology comes out "through" clothes/props during animation/posing sequences.
Solution-Theory: raycast'd simulation of raytracing 'from outside' -> 'in' by_which: raycasts are emitted to all joints ( bones ) starting from offset'd x/y/z pos 'outwards' 'from' all joints ( bones ). Any clothing/props detected ( in poly/tri/quad ) remain while "secondary raycast" ( is done in secuence ) in the same vector_direction starting at the x/y/z of the clothes/props ( with all clothes/props 'hidden' from detection during this "secondary raycast" ) to detect the specific 'underlayine' character skin topology which then is 'marked ( or listed in an array/vector list ) for removal' .
Solution-Theory-Final-Phase Version A: During the final phase of this Solution-Theory; we go through and remove all character topology poly/tri/quad that is 'marked for removal' and the way to remove it it to _NOT_ remove the topology ( as in vertices ) but _instead_ we update the poly/tri/quad lists to not include the indicies for that specific poly/tri/quad thus removing the poly/tri/quad withOUT removing the verticies that made it up -- this is important to keep the verticies in there in order to avoid countless potential problems when they are referenced by MakeHuman, MakeTarget, MakeClothes, and any programs that would use the bones/verticies for animation data. Additionally by keeping the verticies all in place; we provide the possibility for re-introduction of the character model for re-modification and re-purposing without having to add back in any missing verticies.
Solution-Theory-Final-Phase Version B: During the final phase of this Solution-Theory; we go through and remove all character topology poly/tri/quad that is 'marked for removal' and the way to remove it it to _NOT_ remove the topology but instead set that specific poly/tri/quad's UV to a 100% transparent texture.
Afterwards: attach the clothes/props to the model at that same specific points so that when the character moves during animation; the clothes/prop "section" moves along with the model.
Possible hurdle is "bending" clothes/items such as at the elbow, knee, ankle, and shoulders which would need to have additional weighted verticies added to the clothes/props in order to allow for 'bending' animations.
Note to all: I put this here partially so that I can find it easily later on should I get the time and resources to set this up myself -- HOWEVER!! if you want to give it a go then by all means PLEASE do so
Ok here is my idea that my brain just assembled ( Now for programming it )... Warning: programmer-speak used in the solution-theory:
Problem: Character topology comes out "through" clothes/props during animation/posing sequences.
Solution-Theory: raycast'd simulation of raytracing 'from outside' -> 'in' by_which: raycasts are emitted to all joints ( bones ) starting from offset'd x/y/z pos 'outwards' 'from' all joints ( bones ). Any clothing/props detected ( in poly/tri/quad ) remain while "secondary raycast" ( is done in secuence ) in the same vector_direction starting at the x/y/z of the clothes/props ( with all clothes/props 'hidden' from detection during this "secondary raycast" ) to detect the specific 'underlayine' character skin topology which then is 'marked ( or listed in an array/vector list ) for removal' .
Solution-Theory-Final-Phase Version A: During the final phase of this Solution-Theory; we go through and remove all character topology poly/tri/quad that is 'marked for removal' and the way to remove it it to _NOT_ remove the topology ( as in vertices ) but _instead_ we update the poly/tri/quad lists to not include the indicies for that specific poly/tri/quad thus removing the poly/tri/quad withOUT removing the verticies that made it up -- this is important to keep the verticies in there in order to avoid countless potential problems when they are referenced by MakeHuman, MakeTarget, MakeClothes, and any programs that would use the bones/verticies for animation data. Additionally by keeping the verticies all in place; we provide the possibility for re-introduction of the character model for re-modification and re-purposing without having to add back in any missing verticies.
Solution-Theory-Final-Phase Version B: During the final phase of this Solution-Theory; we go through and remove all character topology poly/tri/quad that is 'marked for removal' and the way to remove it it to _NOT_ remove the topology but instead set that specific poly/tri/quad's UV to a 100% transparent texture.
Afterwards: attach the clothes/props to the model at that same specific points so that when the character moves during animation; the clothes/prop "section" moves along with the model.
Possible hurdle is "bending" clothes/items such as at the elbow, knee, ankle, and shoulders which would need to have additional weighted verticies added to the clothes/props in order to allow for 'bending' animations.
Note to all: I put this here partially so that I can find it easily later on should I get the time and resources to set this up myself -- HOWEVER!! if you want to give it a go then by all means PLEASE do so