History Main / NoFlowInCGI

30th May '17 12:13:17 PM Pichu-kun
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* ''Disney/{{Tangled}}'' [[http://www.scientificamerican.com/article.cfm?id=fit-for-a-princess did well enough at avoiding this to attract scientific attention]], although the models involved are still being improved. Averting this trope is the reason why this movie is the second most expensive film ever made. They did very well with the hair, clothes, and water... but the fire not so much.

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* ''Disney/{{Tangled}}'' ''Disney/{{Tangled}}'':
** ''Tangled''
[[http://www.scientificamerican.com/article.cfm?id=fit-for-a-princess did well enough at avoiding this to attract scientific attention]], although the models involved are still being improved. Averting this trope is the reason why this movie is the second most expensive film ever made. They did very well with the hair, clothes, and water... but the fire not so much.much.
** This was partially why they abandoned the original artstyle. The film was originally supposed to look like a watercolor painting using the technique later used for shorts such as ''WesternAnimation/{{Paperman}}''. It however proved to be ''way'' too expensive and difficult so it was changed to a more typical art style. Even ignoring Rapunzel's troublesome hair, the hardware is still in its early stages and it hard to make use of outside of shorts.
23rd May '17 10:59:09 AM Steven
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Added DiffLines:

* ''VideoGame/FinalFantasyXIV'' has hair of all kinds and there's several hairstyles that are long and flowing. Robes, skirts, and poofy sleeves are also common. However, the physics in the game are very basic; shoulder length hair and some skirts or robes do move with the player's movement and can even flutter in the wind, but it's very basic movement. Hair that goes past the shoulders don't move at all and a lot of long sleeves don't flow either, which makes them look like someone put too much starch in the wash. Clipping is also extremely common with armor that has a big collar if there's long hair involved and skirts and robes can cause your feet to clip through as you run.
22nd May '17 6:49:24 AM SilverSupernova
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* ''WesternAnimation/DonkeyKongCountry'' altered King K. Rool's long cape from the games into a much shorter one that comically only goes down past his shoulders.

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* ''WesternAnimation/DonkeyKongCountry'' altered King K. Rool's long cape from the games into a much shorter one that comically only goes down past his shoulders. Dixie's ponytail was also shortened and all of the Kritters' tails were removed as well.
13th May '17 1:53:17 PM MarkLungo
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* Varies in MikuMikuDance videos, depending on the model and who the maker is. Generally, long hair and free-flowing clothing such as skirts, coats, and scarves are handled decently as far as basic motion goes. However, medium or short hair has virtually no life whatsoever. Also, clothing doesn't exactly fold. It bends and/or clips instead.

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* Varies in MikuMikuDance UsefulNotes/MikuMikuDance videos, depending on the model and who the maker is. Generally, long hair and free-flowing clothing such as skirts, coats, and scarves are handled decently as far as basic motion goes. However, medium or short hair has virtually no life whatsoever. Also, clothing doesn't exactly fold. It bends and/or clips instead.
10th Apr '17 1:06:40 PM nombretomado
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* ''SecondLife'' partially avoids this with animated hair and skirts available as purchased items. It still has clipping issues, but it does look okay most of the time. The default avatar hair ("slider hair") does not flow at all, nor does default avatar skirts. Also, most hair is created with either toruses, which are easy to bend into locks, or sculpties, which are user-defined shapes. Neither of these support the "Flexible Path" option. Hair in ''Second Life'' thus ranges from very well-done hair that doesn't flow, to somewhat crappy-looking hair that flows properly.

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* ''SecondLife'' ''VideoGame/SecondLife'' partially avoids this with animated hair and skirts available as purchased items. It still has clipping issues, but it does look okay most of the time. The default avatar hair ("slider hair") does not flow at all, nor does default avatar skirts. Also, most hair is created with either toruses, which are easy to bend into locks, or sculpties, which are user-defined shapes. Neither of these support the "Flexible Path" option. Hair in ''Second Life'' thus ranges from very well-done hair that doesn't flow, to somewhat crappy-looking hair that flows properly.
1st Apr '17 9:58:06 AM nombretomado
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* In the commentary for ''Film/OverTheHedge'', they mention that the animators complained that there was a lot of hugging in the movie. Not because it was sappy, but because it was really hard to animate the fur in a hug.

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* In the commentary for ''Film/OverTheHedge'', ''WesternAnimation/OverTheHedge'', they mention that the animators complained that there was a lot of hugging in the movie. Not because it was sappy, but because it was really hard to animate the fur in a hug.
14th Mar '17 8:48:05 AM SolidSonicTH
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* In the opening movie to ''VideoGame/{{Tekken}} 2'', Nina Williams has a spot which seems to expressly show Namco can avert this trope... At least in [=FMVs=].

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* In the opening movie to ''VideoGame/{{Tekken}} 2'', Nina Williams has a spot which seems to expressly show Namco can avert this trope... At least in [=FMVs=]. Later games avert this by having in-engine clothing physics (of note being Jin Kazama's hoodie from ''4'' onwards that will fall off his head if he does something that knocks it off, like rolling backwards off the ground).
31st Jan '17 8:40:43 PM Pichu-kun
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* Even though there is little flow, there are ways to fake it, at least in the UsefulNotes/PlayStation[=/=]UsefulNotes/{{Nintendo 64}}[=/=]UsefulNotes/SegaSaturn era. If something was supposed to flow, like a dress, the designers would at least have it warp a little to show some animation, like Zelda's dresses in ''VideoGame/TheLegendOfZeldaOcarinaOfTime''.
** Ganondorf's cape also animates quite well during the fight against him. [[spoiler:When he's beaten, though, it moves straight through his body as he collapses.]]

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* Even though there is little flow, there are ways to fake it, at least in the UsefulNotes/PlayStation[=/=]UsefulNotes/{{Nintendo 64}}[=/=]UsefulNotes/SegaSaturn era. If something was supposed to flow, like a dress, the designers would at least have it warp a little to show some animation, like Zelda's dresses in ''VideoGame/TheLegendOfZeldaOcarinaOfTime''.
**
''VideoGame/TheLegendOfZeldaOcarinaOfTime''. Ganondorf's cape also animates quite well during the fight against him. [[spoiler:When he's beaten, though, it moves straight through his body as he collapses.]]



* ''VideoGame/SuperMarioBros''

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* ''VideoGame/SuperMarioBros''''Franchise/SuperMarioBros'':



** The Mario series' relationship with this trope predates three-dimensional graphics: Mario's trademark cap was added because the developers didn't want to have to animate hair. The mustaches were also a result of not wanting to animate a face.

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** Peach is playable in the mobile runner game ''VideoGame/SuperMarioRun'', which is stylized after the ''New Super Mario Bros'' series. Her dress however doesn't move as much as it does in ''Super Mario 3D World''.
** The Mario ''Mario'' series' relationship with this trope predates three-dimensional graphics: Mario's trademark cap was added because the developers didn't want to have to animate hair. The mustaches were also a result of not wanting to animate a face.
21st Jan '17 4:59:39 PM MyFinalEdits
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* ''Videogame/DeadOrAlive'': Assuming you can tear your eyes from the physics-insulting boobs, you may notice the terribly animated hair.
** In ''Dimensions'' they use a different engine for handling long hair that stops it from clipping through the girl's shoulder every time she moves. Long, flowy dresses will still flow strangely at times, but I'm sure [[PantyShot the male audience doesn't mind]].

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* ''Videogame/DeadOrAlive'': ''Videogame/DeadOrAlive'':
**
Assuming you can tear your eyes from the physics-insulting boobs, you may notice the terribly animated hair.
** In ''Dimensions'' they use a different engine for handling long hair that stops it from clipping through the girl's shoulder every time she moves. Long, flowy dresses will still flow strangely at times, but I'm sure [[PantyShot the male audience doesn't mind]].though.



* And another one with capes, ''VideoGame/DynastyWarriors'' and by extension ''VideoGame/SamuraiWarriors'' had this in spades for most of their games (although it's improving with each iteration) where any character with a cape or long hair would have those parts of the character model freeze in a static horizontal position when moving forward, as noted however they are getting better with this.
** ''VideoGame/HyruleWarriors'' gives Link a long blue ScarfOfAsskicking, the only purpose of which seems to be [[DefiedTrope waving and fluttering all over the place with full cloth physics]].
* Yet another one with cloth physics, ''VideoGame/TheLegendOfZeldaTheWindWaker'' has very impressive cloth simulation (for 2003) for clothing and hair and manages to avoid this trope for the most part. Sometimes, however, some flaws with the physics engine crop up, including a small flaw with how long, thin strings are handled.
** The trope is played straight with Medli, who has a long ponytail that is seemingly not affected by the wind, even though her hair moves when she is walking or running.

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* And another one with capes, ''VideoGame/DynastyWarriors'' and by extension ''VideoGame/SamuraiWarriors'' had this in spades for most of their games (although it's improving with each iteration) where any character with a cape or long hair would have those parts of the character model freeze in a static horizontal position when moving forward, as noted however they are getting better with this.
** * ''VideoGame/HyruleWarriors'' gives Link a long blue ScarfOfAsskicking, the only purpose of which seems to be [[DefiedTrope waving and fluttering all over the place with full cloth physics]].
* Yet another one with cloth physics, ''VideoGame/TheLegendOfZeldaTheWindWaker'' has very impressive cloth simulation (for 2003) for clothing and hair and manages to avoid this trope for the most part. Sometimes, however, some flaws with the physics engine crop up, including a small flaw with how long, thin strings are handled.
**
handled. The trope is played straight with Medli, who has a long ponytail that is seemingly not affected by the wind, even though her hair moves when she is walking or running.



* ''VideoGame/WatchDogs'' averts this. Just look at Aiden's coat!
** They even managed to realistically make him put his hands in his pockets, something most animators would kill themselves trying to do.

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* ''VideoGame/WatchDogs'' averts this. Just look at Aiden's coat!
**
coat! They even managed to realistically make him put his hands in his pockets, something most animators would kill themselves trying to do.



* From the UsefulNotes/PlayStation2 era and onwards, Creator/SquareEnix have been pretty good at averting this trope, at least in terms of what's capable with their game engines. Their games feature character with long hair, or flowing robes that aren't simply inert lumps of polygons.
** In ''VideoGame/FinalFantasyX'', Creator/TetsuyaNomura made a point to challenge the visual programmers with Lulu's [[TooManyBelts dress]]. It works out in real-time, but in pre-rendered scenes the camera would avoid looking at her from the waist down, or have her not present at all.

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* From the UsefulNotes/PlayStation2 era and onwards, Creator/SquareEnix have been pretty good at averting this trope, at least in terms of what's capable with their game engines. Their games feature character with long hair, or flowing robes that aren't simply inert lumps of polygons.
**
polygons. In ''VideoGame/FinalFantasyX'', Creator/TetsuyaNomura made a point to challenge the visual programmers with Lulu's [[TooManyBelts dress]]. It works out in real-time, but in pre-rendered scenes the camera would avoid looking at her from the waist down, or have her not present at all.



** ''VideoGame/PrinceOfPersia2008'' averts this when it comes to clothes; it is set in a windy desert, but everyone's clothes act realistically, like Elika's blouse shifting slightly but still clinging to her body. TheCorruption and character hair, however, both play it straight.

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** * ''VideoGame/PrinceOfPersia2008'' averts this when it comes to clothes; it is set in a windy desert, but everyone's clothes act realistically, like Elika's blouse shifting slightly but still clinging to her body. TheCorruption and character hair, however, both play it straight.
15th Jan '17 2:53:10 PM eroock
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[[caption-width-right:350:[[-The Force, or extra strength hair spray? You decide.-]]]

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[[caption-width-right:350:[[-The [[caption-width-right:350:[-The Force, or extra strength hair spray? You decide.-]]]
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