negu Posted March 24 Share Posted March 24 I have a rigged tree with an animation where it sways in the wind. I want to create a scene where a ball flies in and collides with the tree, causing it to shake violently. However, I need to ensure proper collision handling so that the ball doesn’t pass through the tree, and the leaves and branches do not clip through the ball. How can I achieve this? Quote Link to comment Share on other sites More sharing options...
hannes603 Posted April 3 Share Posted April 3 Rig the tree with kine fx , animate the rig . convert Line the rig add vellum glue and vellum hair on freezed rig. Add attatch Geo constraint for attaching hair to your anim rig and setup stiffness Attribute there . Try Point deform to apply Sim /anim combination now Back to non abimated rig Quote Link to comment Share on other sites More sharing options...
RoseCliver Posted April 18 Share Posted April 18 (edited) On 3/23/2025 at 6:05 PM, negu said: I have a rigged tree with an animation where it sways in the wind. I want to create a scene where a ball flies in and collides with the tree, causing it to shake violently. However, I need to ensure proper collision handling so that the ball doesn’t pass through the tree, and the leaves and branches do not clip through the ball. How can I achieve this? To achieve a realistic collision between the ball and the animated tree, you should use a physics-based simulation that respects both the existing animation and collision constraints. Start by baking the tree’s wind-swaying animation into keyframes, then convert the branches and leaves to rigid bodies (or soft bodies if flexibility is needed) with appropriate collision meshes—use low-poly proxies for performance. Set the ball as a rigid body with accurate collision settings (like mesh or convex hull), then car movers simulate its motion and impact using physics. Use constraints (e.g., spring joints or bone constraints) to let the tree respond to the impact while preserving its rig structure. Finally, blend the simulation with the original animation using a physics cache or additive animation layers to integrate the violent shake naturally without clipping or unrealistic penetration Edited April 18 by RoseCliver Quote Link to comment Share on other sites More sharing options...
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