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approach to dangling rotten flesh sim?


poppy

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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!

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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 by Sierra62
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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.

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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.

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