nerrazzi Posted September 16, 2004 Share Posted September 16, 2004 I'm working on a project that involves my character standing in place, sloshing the mud using his feet & legs. In the pic, you can see that I've used five bones to manipulate the surface of the mud. The four bones lying horizontally are all constrained to "aim at" the fifth center vertical bone with the "scale to reach" selection checked. It's also translated to an additional bone I've added to the characters calf region. Now when I move the characters leg up, the surface of the mud follows but it's consistancy looks more like glue than mud. I'm considering adding an additional bone to the "mud" model and assigning a "dynamic constraint" to it to give it a bit more "looseness. Does anyone have any other ideas or suggestions that would help this surface's texture consistancy? Quote Link to comment Share on other sites More sharing options...
nerrazzi Posted September 16, 2004 Author Share Posted September 16, 2004 Here's an example of what I'm talking about with the consistancy... Quote Link to comment Share on other sites More sharing options...
gaetan Posted September 16, 2004 Share Posted September 16, 2004 I might have read the stuff on booleans wrong, but what about experimenting with a boolean constraint? That way the mud would change shape as the boolean effect is applied? Gaetan Quote Link to comment Share on other sites More sharing options...
nerrazzi Posted September 16, 2004 Author Share Posted September 16, 2004 quicktime... almost looks like rubber if you loop it. stomp.mov Quote Link to comment Share on other sites More sharing options...
nerrazzi Posted September 16, 2004 Author Share Posted September 16, 2004 Alright, I've been pokin' around with it some and here's what I've come up with. I don't know... looks more like chocolate almost. soupy.mov Quote Link to comment Share on other sites More sharing options...
Nosferatu Posted September 16, 2004 Share Posted September 16, 2004 Have you considered a blobby emitter pushing blobs up from underneath? Also, what about a higher densisty mesh for the current mud? Now that I'm thinking about it, what if you constrained a blobby emitter to the bottom of the foot. You might get very realistic results. Brian Quote Link to comment Share on other sites More sharing options...
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