Guest tar Posted August 22, 2017 Share Posted August 22, 2017 Reading around and wondering what the latest and greatest technique is for creating a bullet collision mesh for a deforming hero character? Everything so far is saying avoid the junk show of concave hulls. Quote Link to comment Share on other sites More sharing options...
vtrvtr Posted August 22, 2017 Share Posted August 22, 2017 Have you tried the vdb to spheres node/shelf tool? I'm on the fence in terms of performance, but to me seems the collision is straight up better. It largely avoids interpenetrating pieces from the get go, for example Quote Link to comment Share on other sites More sharing options...
Guest tar Posted August 22, 2017 Share Posted August 22, 2017 What's the setup when the mesh is deforming? i.e. are you point deforming the vdbSpheres. Also the deforming mesh should be non-active, so it's unaffected by the simulation. It's just a collision object. Thx! Quote Link to comment Share on other sites More sharing options...
Guest tar Posted August 22, 2017 Share Posted August 22, 2017 (edited) Anyways - this is what I came up with, there are interpretation and if anyone can optimis/ze it, please do. Thx! ConcaveBulletWithSpheresOD.hipnc Edited August 22, 2017 by tar Quote Link to comment Share on other sites More sharing options...
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