Vertex animation synced with the skeletal animation I reckon! It could have been simulated or animated in a DCC (Maya or Houdini) and then you can bake the vertex data out to texture to read in and manipulate the mesh verts of the shirt at runtime.
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Hopefully there will be a GDC talk for this right?
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This ^ Basically they can pre-bake a scene with proper cloth physics, something a la 3dmax which doesn't usually have clipping. There's no reason for a shirt to have this many complicated vertices or poly's ? Not sure which one is the proper one here, in game.
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Yeah I think she got injured in that arm just prior too
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Such a flex to do stuff like this! Does blow my mind but this stuff as a dev totally takes me out of a moment as I think about how they have done it.
Thanks. Twitter will use this to make your timeline better. UndoUndo
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it's not even just about the cloth not clipping, the fact that two characters are both interacting with one item and neither character is grossly off the mark with their hand placement - that itself is a technical achievement
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Alberto Mielgo boasted on a podcast no one could replicate this when working on the Witness. Well this exists now
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There's also one or two scenes with a character getting out of a sleeping bag that made me bark but this one is even crazier.
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The sleeping bag got me SCREAMING AT MY TV
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