Odes previously talked about making tools to fit their own needs, in a different thread. So I got to thinking. How hard would be, to create a type of "nav mesh", which can be placed directly on top of the mesh that makes up the characters, that is invisible once in game, but it acts as a boundary, so anything inside the "collision boundary mesh" would not clip into other items, covered in the same "collision boundary mesh". Then, if the user moved a hand close to a character, it would stop and not clip into any body part. Does this make sense to any of you, or should I go into more details?
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I thought I had selected it, but clearly I had not. Is there any way to move it?
I do want to reduce clipping for hands though, perhaps by implementing something like what CHT had going with their dynamic hand tech. As for clipping for the rest of the character - it's not that simple. Basically what we need is real time soft body dynamics - something unity currently doesn't have support for. But it's just a matter of time. Once it does arrive, we could possibly implement our characters in such a way that when belly or tits are pressed against another body or environment, they would squash and stretch realistically.
Actually - while we're on the subject - here's some trivia. When I first started working on Yiffalicious it was entirely physics based similar to how my Lugia game worked. However, when I started getting to more complex scenes with multiple characters, I discovered PhysX really isn't meant to be used like that. While PhysX can handle ragdolls and rigid bodies, it starts falling apart when introducing constraints in a complex structure (hierarchies between characters). So I was eventually forced down another path. Generally I'm not a big fan of PhysX. My experience with it is that it works for simple things, but as soon as you add more complexity everything falls apart and it starts behaving weird and unpredictable.
What if it was applied to just some areas and not the entire body. Say covering 20%. How big would the impact be on performance?
There's a suggestion to bring it into Unity here:
https://feedback.unity3d.com/suggestions/support-for-nvidia-gameworks-flex-unified-particle-physics-for-real-time-applications-in-unity