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RaweTheWolf
RaweTheWolf

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Doing research for ways to simulate soft body mass

After I released the weight gain animation, I created a test arm where I could play with the settings for internal springs as well as other parameters. In Blender, there is an option for cloth objects to have internal springs, making a cloth object behave more like it got mass inside. The way a internal spring work, is that it connect from one vertex (a point that makes up a surface that creates the mesh) to the other side of the mesh shape.

Then I got curious to see if it was possible use the internal spring option, in the same way the skin of a creature, human or otherwise, has its skin attached to the underlying muscles. So, I made a copy of the arm mesh for the internal springs to connect to. Instead of having the internal spring go from one part of the jiggly mesh and directly to the opposite, it should now connect to the inner firm core, that works as the muscle and bone. I also made an independent extra inner arm mesh with collision added, this helps preventing the mesh from clipping through itself and implode.

I did some tests. While it looks good, it just made the mesh, as expected, way heavier for the computer to handle x). Even with the internal collider, there is still the possibility for the mesh to clip through and implode too. I do return to it from time to time to try out some improvements, the last time was today.

The attachment is a short video of the arm in motion.

Doing research for ways to simulate soft body mass

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