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> I'm truly honored to know that I've impressed the great Rune!
*Blush* Aw come on, none of my work is nearly as advanced as this! :)
> I'm afraid I will not be able to implement it as a patch,
> at least in the short-run, because my programming abilities
> are not very good :)
Same here - sigh...
> Fortunately, I think it is that is not very difficult
> to do that. However, I have read that it is not very
> wise to modify a particle's position directly, that is,
> bypassing it's velocity and force. Nevertheless, that's
> the way I do it, and it works... :) (more or less!!!)
I think it looks fine!
> Yes, I agree with you. The only solution would be if the
> program is made as a patch. However, a general syntax for
> basic primitive forms can be developed without much
> trouble, I think...
Support for basic shapes won't be enough to put clothes on a character and
do collision detection with the character's body. But it's still a good
start.
> Maybe the most difficult part is designing this shapes
> (like clothes) and passing the mesh to the program, along
> with the information of which points must be connected to
> which other points in the cloth, and their desired distance.
> (Or is that exactly the difficulty you meant?)
Yes... :)
> Well, I share with you these ideals! Currently my worst
> nightmare is that I still cannot implement a more robust
> method, other than Forward Euler. I haven't been able to
> take that from my head for several days, so I hope that
> a good solution will pop out soon.
Good luck. I look forward to see more! :)
Rune
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3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated Jan 20)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk
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