modifier jiggle
we need a jiggle modifier that does not depend of the soft body dynamics solver
because depending of the soft body dynamics solver is too limiting. we need to be able to set up various jiggling modifiers on various vertex zones of a characters with different properties.
belly fat doesnt behave like muscles or loose skin, and painting down the effect strength via vertex weight doesnt cut it.
7 Comments
just search on youtube for "blender jiggle physics", you will find a guy which uses the soft body solver on a curve to achieve the effect. Improve on it and create a tutorial. A lot can already be done in (more or less) simple ways if you know them.
* @weasel * JorgeBernier5D? That guy has some great rigging videos.
something more simple than solver. a scripted spring that has access to previous frames to drive vertex positions
using the soft body solver, i can only use one kind of settings and its slow. sometimes you dont need complex sim, and a scripted function is enough to sell your effect.
* @benoit * Forgive me for being pedantic, but a spring is still a solver. I still don't see why what you're suggesting is better than improving the existing features in Blender.
Regardless, I think you're going to have to be a lot more specific in your proposal about how you expect this feature to work. How does the user interact with it? Are they defining controls with vertex groups? What does the modifier's interface look like?
* @Jason van Gumster *
something like the old flex modifier from 3dmax. that was basicly an internal spring that reacted to animation then pushed the vertices in some direction or another. this was way before we had fancy physics sims, so i dont believe it used simulations of any kind, but i can be wrong.
if you want to call it solver, go ahead.
on the interface, you'd have stifness and damping values for the spring, and a vertex group field for assigning it to specific zone instead of the whole mesh.
i have seen someone having a try to script something similar in blender, but it looks old. let me find it behance.net/gallery/23658799/Jiggle-deformer-script
Vertex groups, helper-objects driving an armature, there's ways of doing this. Especially with the new pressure for cloth, it'll be possible to use cloth sim as a sort of soft-body deformer.
...although I do wish I could have multiple instances of the simulation modifiers on an object!
If it's simulated jiggle, it's going to need a solver of some sort. What, specifically, makes the soft body modifier too limiting? Wouldn't a better solution be to improve Blender's soft body feature?