Hi,
Does anyone have experience with polyurethane foam or mattress deformation (I'm using Max)? I need to make object (polyurethane foam) between goggles and face that protects face when contacting with goggles. I kind of want it to deform to certain volume. For example: when 80% of the object is pushed in, it should stop deforming and stay solid.
There is an illustrative image of what I want to make:
http://www.flextechfoam.com/wp-content/uploads/2014/03/fleece-laminated-dual-material-goggle-foam.jpg
I found similar tutorials of how to model mattress but nothing about how to actually make it deformable.
Any links and recommendations are welcome. Thanks in advance!
Replies
You can use a mesh of a face to deform the foam, probably the easiest setup. But depends whether it's in-game or pre-rendered.
The foam surface could be just a well-tuned Cellular map.
Not in a game engine but I want to animate it inside 3ds Max. Could you be more specific? Any links or tutorials what you just refer to?
This is what I have right now:
Foam aka blue object between goggles and the face should kind of deform according to face. I want it to deform only side of face tho, so the foam on the goggles side should quite much sustain original shape (stay pinned).
What I tried right now was something like this: 1. Made face as static massfx rgbody 2. Made foam as mCloth, pinned vertices to goggles 3. Simulated with gravity direction to the face 4. Discovered pile of crap that I cannot use
Tried and failed.
Going to try morphing. Script to align all the vertices between two.
Link: http://www.polycount.com/forum/showpost.php?p=1016735&postcount=2
http://forums.autodesk.com/t5/modeling/aligning-vertices-in-a-straight-line/td-p/4106016
There is a button called make planar by the way. Or you can scale the verticles on an axis.
Thanks for sharing but the last script is actually working. Human error by me
Still trying to solve the main problem.
It sounds like a very simple method. Did you try to push that object more? Could you make image of what your object looks like when pushed closer to the face (like 80%)? I tried Volume Select before and with simple objects (like yours) it worked but with objects that had more subdivisions, it kind of looked like a big mess. I'll try your method tomorrow and let you know.
Meanwhile, it took me like 15 minutes to make this Morph method to work. Time wise it is a worst option. Result wise best so far.
Not a best angle and doesn't look anything fancy but here it is:
https://www.youtube.com/watch?v=r6pGgPoerM0&feature=youtu.be
I tried something like this before but I just don't understand UV rotating part. I have flat UVs. My process before your post: 1. I created Standard material. 2. I chose Gradient under diffuse map (should be same as Gradient Ramp). 3. Changed color order white to black. 4. Also set 100% self-illumination for ignoring scene lights 5. Whole face was consistently white, no highlights
Where did I screw up?
Also your gradient has U and V tiling set to .01 but those should be 1.
Using 2014 Max Design. File would be maybe useful. I could check all the settings myself. I am off to sleep soon, don't bother with this problem too much. I will try tomorrow but morphing is also a solution. Thanks for all the help so far.
Press the Fit button to make it fit the head, this will prevent the gradient from tiling.
That kind of worked:
Wasn't able to position Gizmo of Displace map. I could only position Gizmo either horizontally or vertically. Therefore face only pushes vertices on the object in one direction. Ex. when Gizmo placed vertically, vertices on deforming object only move horizontally. Because that parts like nose don't work well, because object there should deform from both sides. Is there a solution or should I drop this method for now?