OMDU Real-time cloth

Costume design is one of the defining visual elements of OMDU. Art direction was to give each skin a unique clothing treatment, with the goal of achieving a wide spectrum of variation and appeal. This imposed a technical hurdle in that no two hero skins could share a common skeleton.

With the ever growing cast of characters and focus on releasing multiple skins under short deadlines, hand animation of skeletal cloth accessories on every new skin variation became a time consuming task the animation crew would rather avoid. A bone-driven approach to cloth allowed us to tune graphics complexity by turning off simulated collisions, freezing cloth in a static pose for min-spec, while allowing character posing including cloth for marketing art.

Rigid body cloth physics in Unreal 3:

skinning, rigging, and real-time cloth implementation in Maya/Max/Unreal 3