CompuServe Messages

#BonesPro

    06-Feb-95 23:38:26
Sb: #151393-#BonesPro
Fm: John Ellis 72440,3046
To: Jonas Ruikis [ADESK] 73172,1351
>> I keep looking at peoples heads… I bet you're making alot of people nervous. <g> (do I have dandruff or what? ) If you're looking for thoughts on how a Hair_i IPAS might work, see how this strikes you <g>. You wouldn't need individual hair but strands of layered sections. Something that would create thin fractal strands of three or four elongated triagular faces. I would think most of the code would be in Flame_i, and as with Flame_i you could specify a direction vector. <g> That could be applied with a Scatter_i type placement system which could be based on selection sets of specific vertices. This could be built up in layers starting with the lowest vertices of the head and working upward to the top. If you combined Order_i with the program, you could detach the top portion of the head and have it re-order the vertices, so that the strands would link in a circular fashion each successive layer overlapping the group below all around to the top of the head. You could have a collection of small bit maps of hair that would be applied to the each strand, that would flow with the contours of the strands, mapped in a similar fashion to Flame-i. Then it would be a matter of just positioning the strands (which could be selected as elements) to get the desired shape and character of the hair. And if you wanted to get really wild, you could apply the same principles of Flame_i so that the hair looked like it was blowing in the breeze. Great for those animations where the character needs to be driving with the top down. You could have different settings; Light Breezy Day, Kite Flying weather, Convertible Ride, and Gale Force Winds. Definitely an IPAS with mass appeal! Uh huh. (Let me know when you start beta testing. <g>) John "Master of Chaotic Hair"