Yup. But I just read Kris' mail again and he mentioned long ears that
collide with the head. Since XSI Softbody doesn't seem to support
self-collision, I guess you'll have to use a dummy obstacle for the
head.
MAC
-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf
Of Sandy Sutherland
Sent: October 18, 2006 2:33 AM
To: XSI(at)Softimage.COM
Subject: Re: faking local syflex on complex mesh
Yes - Softbodies work a treat for this kind of thing - just remember
they
need to have motion - derived from an area you think will suit -
er....such
as the head in this case!
S.
----------------------------------------------------------
Sandy Sutherland Digital Doodeller - TD
Blackginger (Cape) http://www.blackginger.tv
mailto:sandy(at)blackginger.tv
(P) (+27 21) 488 1188 (Cel) 0827893789
----------------------------------------------------------
----- Original Message -----
From: "Kris Rivel" <kris(at)krisrivel.com>
To: <XSI(at)Softimage.COM>
Sent: Tuesday, October 17, 2006 10:36 PM
Subject: Re: faking local syflex on complex mesh
Actually no I didn't. I assumed the speed advantage of syflex over
soft
body would win. Perhaps worth a shot though I guess. Have you done
something similar with soft bodies with success?
Kris
Marc-Andre Carbonneau wrote:
And you have tried using simple softbody?
-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On
Behalf
Of Kris Rivel
Sent: October 17, 2006 4:16 PM
To: XSI List Server
Subject: faking local syflex on complex mesh
I'm trying to achieve something similar to having syflex applied to a
local cluster....which is impossible as far as I know. I basically
have
a character with big ears. I want to have a nice collision
simulation on
the ears so when they hit the body/head, they react appropriately.
These
ears have thickness as well which I want to maintain as best as
possible.
I've tried just about everything but I'm wondering if there's
a solution I might have missed. Right now, my setup consists of two
syflex objects which collide with the body just fine. The problem is
carrying this over to the envelope of the main mesh. Currently, I
have a
large set of nulls constrained to about 1/2 of the points on the
syflex
mesh. I'm using these nulls as my weight objects to envelope the
ears to. Problem is that I get a lot of areas where the thickness
falls
apart. I tried using a cage on the ears but the problem there is the
point at which the ears and head merge is a bit complex so I haven't
found a nice way to blend from the envelope head to the cage ears.
In
other words, I get a lot of nasty mesh distortion where the envelope
and
cage areas meet. I even tried shrink wrapping but that method goes
sour
real fast. Any other ideas?
Kris
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