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
>>      

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