Forum: Virtual World Dynamics


Subject: Restarting the development of VWD

VirtualWorldDynamics opened this issue on Jan 24, 2018 · 306 posts


VirtualWorldDynamics posted Tue, 30 January 2018 at 4:12 PM

Thank you for all these replies.

In fact, the wire simulation allows to deform the body of the character reacting to the dynamics. Visibly, it is not enough, you would like to have a soft body reacting to the dynamics and reacting to the collisions.

Today, I thought to this problem and I had an idea.

As I said in a previous message, the volumetric meshing in another method to deform realistically a mesh. This deformation can be done using the movement of the body or can be done by a collision. All is perfect, but, how can we displace the body. A full soft body will only react to the gravity : a ragdoll. For a static simulation, it is not difficult. We just remove the gravity. For an animation, it is necessary to define a skeleton on which is tied the volumetric mesh and we have to reinvent the animation 3D. I thought to another solution. We can record the animation of the body like we can do with the a collision actor. Then, we can define some vertices which follow their "Poser/Daz animation" position. The other vertices will be displace by the simulation and the tetrahedral meshing.

Tell me if my explanations are not clear enough. This method should revolve many cases of soft simulation.

There is another problem, the character meshes (V4, G2, G3, G8) are not defines as a closed volume. It is necessary to transform these meshes as closed volume. Not necessarily very difficult.

@Stef : DynaChest will not very useful for the simulations you want to do. But I can however send it to you, if you want.

I'm confused but I didn't test DForce. I tried to find realistic simulation like a dance or other complex animations but I never found anything like this. Someone has found this kind of simulations?

I'm waiting to your replies with impatience.

Have a great day.

 Gérald

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