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