The closest thing to a solution that I was able to think of would be a hexagonally placed series of planes, each with a ridigbody and then attached to each other with a joint. Perhaps the joint could try to make it retain the original shape while the force of the “wind” would make it fold in around itself.
The main problem here, I would think, is creating realistic wind… I was hoping that by giving everything gravity and just pushing the character off the plane, the physics engine would do the rest, but I would assume it works only with collisions and gravity and doesn’t really take into consideration wind resistance in any way, shape or form apart from angular drag…
I suppose the simplest way to do this would be to place an ‘emitter’ of sorts at various places and making it do random raycasts around, say, the leg for instance, and only apply a wind-alike-push to each object it finds. Thus, the sides of the trousers would be “blown” away from the leg in opposing directions while the top is left unaffected by anything apart from angular drag. Thus just sit back and see how the various components make each other behave…
That was the idea anyways. To implement this would require a lot of work and I am still not sure how effective a solution if would be. Spending a couple of weeks tuning this only to find out it is a useless endeavor would be a bit of a blow…
Also, this idea is for an iPhone game I am planning so adding 250 ridigbodies with colliders and adding forces to each every frame combined with a 100 or so hinges… not really sure if the iPhone can handle such an incredible workload. Perhaps I should do that for a standalone release and focus on Maya-modeling my animations for the iPhone…
This was the purpose of the question. So to clarify it a tad further:
What ideas do you guys have for realistic cloth deformation on the iPhone or is Maya my only option?
I was interested in the particle option but I am not too clued up on particles, yet. I was thinking that would be a simple way of making random wind trails emminate next to the body parts, but since the trails will appear to be standing still when they appear, I figure UV animation of an image with alpha on a 2 poly plane would do just as well.
Have you got an idea of how to implement that idea of yours with particles?