@AsurosNsfw @ProjectHerald Smart! Do you select the vertices in ue4 directly ? Are the splines set in runtime ? Is it blueprints or C++ ? I was thinking about using collision and bones to do kind of the same thing.
@Neil_Druckmann It truly saddens me that people reacted like that but why would you leave the spoilers in that second message ? Haven't had the chance to play the game yet and now it's kind of ruined I guess...
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@Bobbypills_ Super idée de laisser le PayPal un peu plus longtemps surtout en comptant que ça ne représente que 17 € × 6662 de plus pour avoir la saison de 10 épisodes. Ça laisse rêveur...
@Gaxil@TechGuzArt@FlopineYeah @NuSan_fx @leondenise So when you said "it's based on actual physics" you really are applying the equation for an angular spring to each vertex. I thought like "get initial velocity with delay then drop some sort of a sine at some point", but apparently not. Thx for the answer!
@Gaxil@TechGuzArt@FlopineYeah @NuSan_fx @leondenise I believe he meant the physics in the clothing/drapes effect of the first thumbnail. How did you simulate inertia ?