5 Responses to “Skin Sliding Deformer”

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This is really impressive! It looks like pretty fast. I like the way you control the slide too. :)
Regards,
miguel.

LichiMan on May 20th, 2010 at 6:21 am

Impressive indeed!

Deocliciano on December 4th, 2011 at 4:00 pm

Looks good. And seems fast. Just wondering, as your video does not show, is it a skin sliding deformer based on some arbitrary collision object (poly or nurbs) that it is sliding over or is it just doing skin slide over its original deform shape?

If its sliding on a collision object, does it support poly or nurbs or both? And as it collides, is it pushing out based on the skin object’s vertex normal direction or the collider object’s normals?

Thanks. Looks good either way, just curious.

ninja on March 15th, 2012 at 1:13 am

There are no collision objects. It is just sliding over the original deform shape.

Chad on March 15th, 2012 at 10:31 am

Thanks. Cool. Sliding over original deform shape avoids a lot of problems a collision based model would have. Especially when the mesh bend into itself or “crinkle” a lot (like a hard elbow bend).

Years ago, I experimented something similar with nCloth’s Membrane node. It does a nice job, but still has issues with big mesh bends and crinkles and can become quite unstable, similar to a cloth sim going berserk.

So how does the user control the sliding effect of the deformer? It seems like they can paint the influence of the deformer and control by some kind of transform and the user can move that transform to slide around the original mesh. Is this correct?

This is something I have been interested in working on in my free time for a while now. With deformations these days, a good PSD system can get your really far, then all it needs are some good skin slide effect and it would create most of the desired skin effect.

ninja on March 24th, 2012 at 11:22 pm

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