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Physically based modeling approach?

weee
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weee polycounter lvl 3
getting into organic modelling, here's the question (it actually comes into to 2 parts) is there such a thing as physically based modelling and what's the general approach across different applications?

for example, imagining to model and animate a human head in such a way that you start off with a skull, then you 'paste' muscles onto it, after that wrapping skin (to simplify the process, I put making skin, fat and issues into one process), so in the end, you don't animate the rigs on face but rather animate the muscle underneath the skin (and such), and all the parts work physically accurate to each other.

although in practice, things get much complicated than that (saying something like how wrinkles work), but isn't there such a field specific for that?

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