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I did early work in mass-spring dynamics while at MIT (1985). My system was developed on a Symbolics Lisp Machine:

https://medium.com/@kaveh808/7-how-to-make-3d-jello-69350751...

I did simple fabric simulations, as well as 3d soft object dynamics.

Followup work in the early 90's on SGI workstations:

https://medium.com/@kaveh808/24-rubbery-cloth-and-numerical-...

All of this cloth and hair development culminated during my tenure as R&D lead on the feature film "Final Fantasy: The Spirits Within". The commercial Syflex system was an offshoot of that development.



TSW’s hair and cloth vfx crushed my brain in 2001, and those parts specifically still look pretty good to me today. Kudos!


Thanks. I wrote the hair generation software. It was a Maya plugin. For a very early (beta) version of Maya initially in 1997.




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