Home Artists Posts Import Register

Content

FurryVNE release for September will include an alpha version of a bra physics simulation. The sole purpose of this component is for garment authoring, so you can export the character when the breasts are in a "bra" mode.

While we don't have a garment component yet, it's something we've started to implement.

Here's a few guidelines for garment authoring we think are likely to work with our future system.

Roughly, this is how garment authoring will work:

  • 1. Adjust character pose and bra options.
  • 2. Export character.
  • 3. Bring character into 3D editing software.
  • 4. Design clothes for the imported character.
  • 5. Export clothing.
  • 6. Import clothing to app.
  • 7. Bind clothing to the configured pose/bra options.

If you're eager to start working on clothing already (even though we don't have it implemented yet), here's how we recommend you do it:

  • 1. Make sure the character is in rest pose. (You can achieve this by pressing "Reset pose" (new feature).)
  • 2. Adjust the character pose so it will fit the clothing you have envisioned (for example, maybe the character should stand with straight legs rather than spread if you're making a skirt. PRO TIP - you can press SPACE to mirror a node from one side to the other.)
  • 3. Adjust bra options.
  • 4. Export the character in this pose (new feature).
  • 5. Import character in external tool and start designing!

We're currently in the final stages of creating a new build, so hopefully it'll arrive very soon!

- odes

Comments

Anonymous

Hmm, that sounds a little like the clothes will be static and limited to a handful of poses. I can understand if that's the plan for the early versions of the authoring system, but I'm hoping dynamic cloth physics will be possible at some point in the future. Much of the fun of long, flowing cloth is seeing it billowing in the wind and draping over objects, after all.

yiffalicious

Clothes will initially be the equivalent of what binding to a skeleton would be, but instead of to skeleton, it'll be bound to surface so it'll follow poses, inflation and stuff like that. Actual simulation is expensive but a problem that I'm definitely interested in. Most real time simulations for clothes in games are localized to the character, i.e. only the characters own limbs affect the garments. The kind of simulation you're advocating is non standard and perhaps a tall order for a small team, but we'll do our best!

Anonymous

I'm sure some kind of workaround can be implemented. Since scenes are going to be authored, some sort of system for adding a few simple collision shapes (planes, cubes, spheres, cylinders) that you can place on strategic spots in the environment to interact with the cloth will probably fit the bill. A more dynamic system would be cool, but not really necessary unless direct player interaction with the scene becomes a concern.