Re: faking local syflex on complex mesh

Date : Wed, 18 Oct 2006 10:09:17 -0400
To : XSI(at)Softimage.COM
From : Kris Rivel <kris(at)krisrivel.com>
Subject : Re: faking local syflex on complex mesh
Thanks guys for the suggestions.  I will probably go the softbody route.

Kris

Marc-Andre Carbonneau wrote:
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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