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Difference between revisions of "Tech:Softskin"

(dev log)
(presentation)
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Even if they are bounded together, the relation between displayed mesh and soft skin is not a 1-1 relation.
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Even if they are bounded together, the relation between displayed mesh and soft skin is not a 1-1 relation. In displayed mesh, the edges exists in relation to triangles, and can be neglected. In the soft skin structure, fibers are mandatory to the structure. They are the active part, processing and transmitting forces to dots they are connecting.
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The anchors are pullers to arbitrary defined point in space. They constraint the displacement of the dots without being influenced by them or the fibers. In the video soft skin #003 here above, they are represented as red lines.
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=== Muscled fiber ===
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Fibers have a rest length, the distance between the two dots it connects by default. This length can be modified at any time. At each update, fiber process the delta between the actual distance of the dots and this reference length. If the delta is bigger than 0, the fiber pull or push the two dots to match the rest length. Each dot connected to more then one fiber therefore receive more than one push.
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Fibers can vary the rest length by themselves, becoming muscles. This variation is cyclic (sinusoidal), and is defined by these params:
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* minimum length,
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* maximum length,
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* frequency, the number of rotation by seconds,
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* phase shift, a constant offset on the angle used to render the curve.
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See video soft skin #002 for a demonstration of these parameters' influence.
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=== Computation ===
  
 
== dev log ==
 
== dev log ==

Revision as of 16:01, 10 February 2018

presentation

The idea of soft skin is to find another/better way to animate the mesh of an avatar. This is related to the bloodbag researches made some time ago.

First of all, it is useful to understand the relation between the mesh rendered on screen and the soft skin objects.


Softskin-bascis.png

object displayable mesh soft skin
3d position vertex dot
line edge fiber
surface polygon (quad or triangle)
constraint anchor

Even if they are bounded together, the relation between displayed mesh and soft skin is not a 1-1 relation. In displayed mesh, the edges exists in relation to triangles, and can be neglected. In the soft skin structure, fibers are mandatory to the structure. They are the active part, processing and transmitting forces to dots they are connecting.

The anchors are pullers to arbitrary defined point in space. They constraint the displacement of the dots without being influenced by them or the fibers. In the video soft skin #003 here above, they are represented as red lines.

Muscled fiber

Fibers have a rest length, the distance between the two dots it connects by default. This length can be modified at any time. At each update, fiber process the delta between the actual distance of the dots and this reference length. If the delta is bigger than 0, the fiber pull or push the two dots to match the rest length. Each dot connected to more then one fiber therefore receive more than one push.

Fibers can vary the rest length by themselves, becoming muscles. This variation is cyclic (sinusoidal), and is defined by these params:

  • minimum length,
  • maximum length,
  • frequency, the number of rotation by seconds,
  • phase shift, a constant offset on the angle used to render the curve.


See video soft skin #002 for a demonstration of these parameters' influence.

Computation

dev log

First version of the code.

Muscle and 3d cylinder.

resources