Soft-body would have to be client-side only. There's no way I'd want that much data going across my net connection for every single frame. Neither I nor LL has that kind of collective bandwidth. I don't know if the server just reports a rigid-body collision or if it warns of impending collisions... though now that I think about it, it probably doesn't matter.
Vac-forming can be done in Maya I know. Unsure about anything else. I'm pretty confident Blender can do it. On 04/08/2010 07:04 PM, Dale Mahalko wrote: > Can you point to anything in 3D animation that already does this sort > of thing? I don't think it exists. > > The idea sounds reminiscent of an idea I posted on this list a few > years ago, wrapping a sculptie mesh around a collection of prims and > "deflating" the mesh until its vertices form-fit the prims within, > sort of like vacuum-forming with plastic, to quickly make a multiprim > object into a single sculptie. > > , > > Sending raw soft-mesh vertex points to the client to accurately show > the soft mesh shape would likely be far too slow. A simple mesh can > contain a few hundred points, each with X/Y/Z coordinates, and these > must all be adjusted for each new "frame" of the 3D renderer. > > You would probably have to simplify and generalize the soft body > modeling to make it fast enough for a slow network connection, and > leave the actual modeling up to the local computer. Define general > static forces that pin the mesh around its edge and on its surface, > such as the flattening buttons like on chair cushions. To "inflate" > the mesh into a bun or balloon, assign a general direction of billow. > And if desired, also adjust the elasticity of the rays linking > vertices together to tighten up or loosen the overall shape, such as > along seams on pillows.. > > To deform the mesh the server only sends a force and a 3D impression > shape to the client, such as a sphere X meters in diameter pressing > into the mesh surface with Y newtons of force. The client then uses > that simple data in combination with the defined static forces to > dynamically deform the soft mesh vertices, such as representing your > avatar's feet pushing down on surface of a trampoline. > > Just don't ask me to program that. :-) > > - Dale Mahalko / Scalar Tardis > > > On Wed, Apr 7, 2010 at 7:25 PM, Glen Canaday<gcana...@gmail.com> wrote: > >> I can imagine fields of waving grass, rubber couches and trampolines >> _______________________________________________ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges