Starting on Dynamic Hair Feature


Modern games today physically simulate character hair and parts of their clothing. So the time has to come for me to work on a medium sized feature: Physically Simulated Skinned Meshes (in raytracing, too!).

My current plan is to add a way to mark certain bones of a skinned mesh as simulated. Then create PhysX5 articulation structures for those bone chains. And finally overwrite the bone matrices each frame based on the simulated positions. The only real challenge I foresee is the math of computing bone matrices from bone heads and tails. The devil is in details but everything else is a known step that I have already implemented to some degree.

This is the current state where the hair and clothing are rigged skinned meshes with baked animations.

Learn more at https://discord.gg/olex

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