Hello Yury, Looking at the picture that illustrates the "collision deformer", I wonder whether this should be physics-based, or could be just a modifier. It looks like the deformation could be achieved by a combination of some basic deform functions. Consider a virtual plane that's halfway between colliding objects. Then scale object's mesh on axis perpandicular to tha plane, with proportionnal editing and sharp fallout so that the vertices nearer to the plane get pushed outwards a bit. Then bisect mesh at the plane. And finally scale again, this time along the plane, still with proportionnal editing to create the sort of bulge. I'm not saying a user ought to do all this, I'm saying this could all fit into a modifier quite easily, 2-3 parameters to set how much it deforms.
Patrice. Le 20/10/2014 11:47, Yury Baranov a écrit : > Hi Zack! This feature is cool, but there are couple of things that must be > implemented to make muscle system usable: > 1. Sliding skin attachment. Maybe this can be done with shrinkwrap > modifier, but i'm not sure. > 2. Muscle collision deformers. Simple implementation of this > http://download.autodesk.com/us/maya/2010help/files/Collision_MultiObject_Collision.htm > would be fine, though. > > Of course, your work is the core part of muscle rigging, and I'm (and my > studio collegues) are totally happy that someone put startstone in this > feature implementation. Thank you very much! > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
