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/3/ - 3DCG


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489407 No.489407 [Reply] [Original]

/d/ here.

I want to make a sort of conjoinment porn game.

The thing is, I want to make a sort of several girls joined togheter that can move freely around their bodies, as if their body were liquid.

Imagine a sort of slime queen (pic related).

I'm sure there is a way to do it, since the animations need to be generated by the user (just some sliders).

I have some idea of how to do it, I'm sure it will be just a bunch of traditional models moving freely and then a re-skin algorithm creates the skin that joins all girls, then render only such skin.

I would like to learn to code it because I'm sure such thing is extremelly niche to my case.

But I don't know 3D algorithms or generating meshes from code.

Any tips or resources on how to do it?

>> No.489411

>>489407
ah well generating a mesh that way is technically possible but would be very difficult to make and probably not work in real time.

Another way would be to create some kind of shader that will cover up the spots where separate meshes intersect with each other.

>> No.489412
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489412

>>489407
Your three blobby-girls are simple five different models that alternate as the girls come and go from the body, no need 'special' code for that.
Now leave your contact info and game dev blog, if you´re serious that is.

>> No.489413

>>489412
but how do you blend the seams where they intersect?

>> No.489414

>>489413
Pretty sure software with Biped/ Skin editing can automate that
Like seriously, you could connect each figure's bone structure and wrap a smooth polyskin on all of it

>> No.489415

>>489414
well yeah but could you run that in real time and at a high enough resolution to show details when you need them? Like you're gonna needa fully detailed face blend into a smooth blob and back, and show facial expressions and shit.

if you were willing to restrict yourself you could create some models with blends that allow you to add and subtract ladies.

>> No.489418

>>489415

You're gonna need a serious coder for that. Not somebody who is learning to code to create that effect, but already knows his shit.

>> No.489429

>>489413
You use alphas.

Valve had this problem with Left 4 Dead, Essentially you've got an alpha over the inserting areas and as it comes out this area is made visual able again.

GDC has a talk about this on their website, I recommend you look it up.

>> No.489430

>>489414
what if you wanted to drag the torso bones through other joints to switch side? It would drag the mesh through itself.
You need some kind of dynamic shrink wrap that can shift weighting, or duplicate joint hierarchies and use blend targets to shift the weighting between the duplicates.

>> No.489433
File: 363 KB, 504x654, Pedobear_b6df4d_709715[1].png [View same] [iqdb] [saucenao] [google]
489433

>>489407
Try to find out how Spore did it. They had dynamic rigs where certain bones can move around the body with adaptive topology.

>> No.489443

>>489433
35 million, 8 years and a large team of highly skilled programmers hired from the demo-scene.

Sure.

>> No.489459

>>489443
so there you go :^)

>> No.489655

>>489407
https://en.wikipedia.org/wiki/Metaballs

>> No.489661

>>489433
They use zSphere

>> No.489662

>>489661
0/10

>> No.489667

>>489662
i have first hand knowledge, but w/e.

>> No.489671

>>489407
> I want to make figures out of metaballs rather than meshes

good luck