Springy Skin (TyFlex Operator?)
#1
Is there a way to replicate the TyFlex operator but inside of a TyFlow on geometry? 

Cloth is too heavy and uncontrollable for subtle little springy bits.   For instance, scattering grass and having them flex in the wind not just rotate in the wind with a falloff based on a bind falloff?

All of the tutorials I can find make you go TyMesh > Particles/Bones > PhysXBind (slow) > CopyTyMesh > SkinWrap (Particles).   Or I can tyMesh the particle shapes and then do a standard Volume Select > TyFlex workflow as well, but it would be more elegant to not have macro steps to export meshes out of Tyflow before render. 

Maybe TyActors? Can TyActors respond to wind and bind to motion and still be rigged? E.g. rig up each grass shape and then have them get all wobbly?
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#2
Have you tried wobble operator?
From your description, this might be just the thing you are searching for.

I think there even might be wobble example official file with grass field..
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#3
(06-21-2025, 12:00 AM)d4rk3lf Wrote: Have you tried wobble operator?
From your description, this might be just the thing you are searching for.

I think there even might be wobble example official file with grass field..

Looks like Wobble is just rotation. I'm looking for deformation of particle meshes. 

It looks like it is possible to make them all skinned actors, but pretty slow.
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#4
A velum-like operator to get correct and fast squishy/squashy collisions between particle meshes would be god-send. Cloth or actor-based bone physX workflows are either too slow or too convoluted to setup, when you need hundred of thousands of different meshed shaped particles to collide with each other, with other particles, and the environment.
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#5
BTW Actors can in fact bend and flex based on forces and are pretty fast.  But I ended up just using wobble and it's not really noticeable that the meshes are rigid.  So thank you very much for pushing to re-evaluate them.


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