Advice on collision morphs in animations

Hi - 

I'm pretty decent at using Geometry Sculpter to create collisions morphs between two objects for a single render (say, smushing a couch cushion if you put a bowling ball on it), but I need to apply this at scale to animations (example: rolling that bowling ball across the couch).  I could just do this frame by frame by hand, but are there better ways to do this for animations?  Are there tools that can 'automate' or 'detect' these kind of collisions and morph accordingly?  I'm hoping there's a better way than manually doing 60-120 frames or more of a ball rolling on a squishy surface.

Thanks.

Comments

  • felisfelis Posts: 5,751
    edited December 10

    Have you tried to apply a smoothing modifier to the couch, and then set the ball as collision object?

    You must set it to 'Interactive update' to On.

    Post edited by felis on
  • felis said:

    Have you tried to apply a smoothing modifier to the couch, and then set the ball as collision object?

    You must set it to 'Interactive update' to On.

    I think you'd still have to do this per frame?  I'm hoping to apply to an animation.

  • felisfelis Posts: 5,751
    edited December 10

    No, when the smoothing applier is active, it will if colloding with the sphere (within limits), adjust the faces on the couch, in order to avoid collision.

    Interactive update is needed for animation, else it will only activate in last frame.

    Interactive update On can slow down viewport, so it might be good to first activate when ready for render.

    Post edited by felis on
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