Need help with improving this flip simulation

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This is the simulation I'm currently working on, where the character interacts with a flip object as if entering it. The larger middle section represents the character's head, and the other two sections are the hands.

Unfortunately, due to an NDA, I can't provide the flipbook with the character included. However, I'm encountering some challenges due to the animation's nature. I've tried increasing the character's velocities and believe I've made some progress.

My main issue right now is the hole tearing in the mesh (see second image). Can you tell me why the mesh is tearing and what's causing the square artifacts in the middle (third image)?

Besides this, any feedback on the overall flip simulation, including creative suggestions, would be greatly appreciated!
Edited by Necro - June 28, 2024 11:21:19

Attachments:
flip_test_v01.mp4 (1.1 MB)
Screenshot (112).png (139.1 KB)
Screenshot (113).png (137.2 KB)

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Looks like container boundaries, it's too shallow and there's not enough padding above the water level
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play_w_madness
Looks like container boundaries, it's too shallow and there's not enough padding above the water level
I tried using Narrow Band but facing same issue, so I tried spherical method and decreased isovalue to -0.006 it kinda worked but lost the 'look' of it.
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