Force one surface to fit around several other surfaces.

March 31st, 2008

Shrink Wrap

quicktime_1

Elements:

  1. NURBS or Polygon target objects
  2. Polygon source mesh

Overview: In this example, we take a modeled polygon arm or “skin” and have it conform to underlying muscles. Although the purpose is for better skin simulation, shrink wrapping geometry can be used for a variety of techniques and provides cool animation effects.

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Create a dynamic collision between two objects, leaving a dent on one of the objects.

March 31st, 2008

Soft Body Collisions

quicktime_1

Elements:

  1. NURBS Sphere
  2. Polygon mesh
  3. Duplicate polygon mesh
  4. Gravity Field

Overview: In our first example we have a ball crashing into a moving cube. Upon impact the ball will bounce off the cube leaving a dented surface on the cube. To create this effect, we use a soft body particle system attached to a subdivided polygon mesh.

The ball is made into an active rigid body with which you can establish interaction with the particles of the soft body. Particles themselves do not act upon rigid bodies, meaning they do not affect rigid body transforms.

It only works the other way around. Rigid bodies can move particles! Because of this, we need another element, a second passive rigid body cube for the ball to bounce against. By adding some gravity and two key frames our simulation is complete.

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