Still here, still working on stuff. Figured I might as well post this because it's been a while since I've posted anything on the technical front.
Aaaanyways...
Been playing around with some VEX stuff in Houdini recently. One of the things that's always bothered me about collisions in C4D was that the collision deformer didn't support any kind of multi-object collision- that is to say, you could only collide one object against some other impenetrable mesh, and never two objects together at the same time. It was sometimes possible to hack around this with proxy meshes and a bunch of other trickery, but performance was never that great nor was it very stable.
So I wanted to see if I could come up with something similar in Houdini, which turned out to be a lot easier than I thought. It could probably still use some optimization, but the basic idea works pretty well.
This will probably land up handling the thigh collision on my new models, since I want to try and incorporate something into these characters to prevent the legs from clipping together so badly (especially when inflated). It's really hard to get a good hourglass profile shot without crossing the legs a bit, but that quickly becomes nearly impossible if you're dealing with super thick thighs- so something else is needed to push the thighs apart and make them look like they're rubbing together rather than blatently clipping through themselves. This will likely land up being the system I use to try and make that happen.
Liquid Potato
2021-03-28 23:36:06 +0000 UTC