|11 November 2013||#1|
Modeller, VFX artist
Metal deforming techniques?
I saw solutions based on cloth simulation, but IMO they are good only for relatively simple deformations (and definitely not moving ones, as cloth simulators take in account air resistance too). So, how do one simulate bending, twisted and deforming metal objects in Max?
Like in case of, for example, two cars hitting each other on high speed in slow-motion, like in that scene with trucks in Matrix. Pieces should not simply deform, but stay bended before new force is applied, get thrown by physics and so on.
|11 November 2013||#2|
Join Date: Apr 2005
Would still use cloth, but in a multi-step process. First, simulate the cloth when it needs to deform (when the cars hit) and then stop the simulation. After that, transform the deformed cloth pieces into rigid bodies (ideally they would be very stiff softbodies) and continue the simulation when they just need to fly around and ricochet.
Over simplified, but that's how I'd try to tackle it. Also you could try to use some new features of Max 2014 (mparticles with glue and particle skinning) and solve it in a different way. I'm pretty sure there were some videos showing how box #2 (mParticles) could simulate bended metal.
|11 November 2013||#4|
Join Date: Aug 2003
you'll probably have to mix those techniques. I also remember seeing amaking of using a bones and skin setup including geometry with folding lines etc.
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