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Support dynamic bone simulation #84

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zturtleman opened this issue Jul 30, 2013 · 1 comment
Open

Support dynamic bone simulation #84

zturtleman opened this issue Jul 30, 2013 · 1 comment

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@zturtleman
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Something similar to Valve's $jigglebones? Long anime-style hair needs to move and sway. This can probably do in cgame after IQM single model player support.

Edit: Dropped ideas. Let's not try to make real-time 3D look like 2D anime. Because Hatsune Miku: Project DIVA.

Probably going to want some sort of "toon shading", though in MIKUNOPOLIS LA 2011 characters looked nice without toon shading.

OpenGL2 should use GLSL for toon shading. Probably need normal maps so toon shading can look cooler?

Might want a new type of shader image stage that sets what parts should generally be darkened by toon shading (e.g. side of nose, insides of upper legs). Maybe a multipler for shading at that pixel? I don't know.

Using shader "sort" keyword or something it should be possible to make eyes render on top of hair? might need new sort keyword for this, unsure. Though adding new keyword might break shaders that use "sort #"? :/

Would be interesting to use different model meshes (or animations?) at different angles (yaw relative to camera). Not sure how to change between them though. morph or only change when not visible?  Probably something to do in cgame/ui; might not something to actually add Spearmint though?
@zturtleman
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Let's not try to make real-time 3D look like 2D anime. Dropping idea to try to mimic 2D anime. Renamed issue from "Support anime aesthetics!"

zturtleman added a commit that referenced this issue Sep 10, 2014
Change default value for s_alDopplerSpeed
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