Fruit in a blender - skinning voronoi fractures
#1
Hi,

I am trying to make a Tyflow smoothie and I am running into problems when trying to create an avocado that can be sliced up by the blades in the blender. I tried multiple approaches to this including voxels and tets and the most stable and convincing method i have come up with is as follows:

I am using a voronoi fracture to create some initial chunks, then sending the particles to a second voronoi event, scaling them down slightly, converting them to PhysX hulls and binding the siblings with unbreakable joints and a little spring. this gives me essentially clusters of softbodies that can deform. I then have a second set of glue bindings that can break, this is set to non-siblings only. The mesh can bend and twist from the soft clusters and break on the glued joints between non-siblings when enough force is applied. the blades also have a tyslicer on them to help with the cutting and it kind of behaves in a semi convincing manor

first of all is there a better way to this as I am open to suggestions? Smile

secondly the issue I'm running into with this approach is I need a way to skin the initial voronoi mesh so it looks like a softbody. I can do it with a typarticle skinner on each resulting mesh and create an actor but there are about 500 and I really don't want to do that manually, could a cloth bind be attached to the clusters in some way?

   

A Tyweld on the resulting mesh doesn't really work as I need the spaces between the particles to get a nice softbody effect so I really would like a way to skin the first clusters and bind them to the physX shapes in some way

any help will be greatly appreciated

Thank you
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#2
Have you tried meshing the particles using a tyMesher in blobmesh mode? A classic marching cubes (blobmesh) approach is probably going to give you the best result for something like this...rather than trying to rig up some kind of mesh tearing solution.
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