#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"