poppy Posted November 7, 2013 Share Posted November 7, 2013 Hi! I has this quest of making som kind of dynamic on a character. It was a zombie horse with dangling rotten flesh and skin. The animation will be in Lightwave then cached and import into H via mdd or alembic. How could I do this fx? Painted attribute cloth? New FEM stuff? Thanks! Quote Link to comment Share on other sites More sharing options...
Annon Posted November 7, 2013 Share Posted November 7, 2013 FEM would work fine, just constrain one bit to the horse... Quote Link to comment Share on other sites More sharing options...
Sierra62 Posted November 7, 2013 Share Posted November 7, 2013 (edited) If you want to do the skin, I would entirely recommend doing it with cloth. If you want organs or something, use FEM. to get a nice soft look to it, the lower the damping the more it will squash before bouncing back. The anistopric strength would really help control the directional squash/stretch of the object. If you need any help with FEM I would be happy to help. Edited November 7, 2013 by Sierra62 Quote Link to comment Share on other sites More sharing options...
poppy Posted November 8, 2013 Author Share Posted November 8, 2013 Thanks ChristianW and Sierra I will do some test on both. Btw is it possible to like make the whole deforming mesh a solid object then paint where i want H to simulate? Or cloth? Say, the whole horse skin is one piece, animated, then i paint only the area around wounds to simulate (stop being deformed by mdd cache). I saw Lightwave softbody dynamic and it look interesting. Quote Link to comment Share on other sites More sharing options...
Sierra62 Posted November 8, 2013 Share Posted November 8, 2013 You can paint attributes such as fracturethreshold, relativestiffness, etc. to control how each area will react; however it will still be a part of the sim. But as far I am aware if it is all one object it will all be part of the simulation. You may have better success creating a group that you want to deform and turn that specific group into a solid object and use constraints to keep it attached to the horse. This way will also reduce sim time. Quote Link to comment Share on other sites More sharing options...
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