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Does glTF support cloth animation? #870
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Yes, asset will be large. However, it will be large in any case. For such type animation it is needed to store vertex attributes for each key frame. I propose to add ability to define that Morph Target either delta between a reference mesh and target mesh or just target mesh. |
neither am I, but ...
These games involve some sort of physics engine, and the cloth animation is usually accomplished with a very simple (coarse) mass-spring model (possibly augmented with finer geometry for the wrinkles - there's a lot of papers about this out there). Examples and further information can quickly be found online, e.g. http://www.gdcvault.com/play/1022421/Ubisoft-Cloth-Simulation-Performance-Postmortem For storing a pre-computed animation, it's not necessary to store all vertex attributes for each frame - at least, the texture coordinates will not change. Positions have to be stored. Normals could be stored or computed, that's a trade-off. |
@emilian0 would be the best person to advise here. Would this be widely used? |
Hi @pjcozzi thank you for pointing me to this conversation. |
If there is enough interest, we can consider this or putting it in core post 2.0. For now, let's push past 2.0 to control the scope. |
@javagl , I see but sometimes 3D artist want to control it precisely in some specific cases. I've re-read comments from the issue #210. It seems my proposal was already discussed. Now I see good points why it is better to store relative vertex attributes taking into account that gltf is general purpose standard. Let's close this issue. To my mind, all my questions are answered and we will be able to migrate to gltf 2.0: |
Thanks for the input, @rootext! |
Does glTF support cloth animation?
Are Morph Targets designed for this?
Is there glTF sample model with cloth animation? with Morph Target?
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