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Control sculpt squashiness with sliders and keyframes

  • TAPgiles
    Great answers

    It's not so clear what you're envisioning for this. What kind of settings are you thinking of?

  • TheBeardyMan

    I think JackyPrower is talking about adding a new input - animatable with keyframes - to sculpts that controls to what extent a sculpt is compressed now, unlike the squashiness input, which controls to what extent a sculpt can be compressed by physics. The only way we can get close to controlling sculpt compression like that at present is to place the squashy sculpt between two invisible piston-linked sculpts, collidable with the squashy sculpt only - and if you've already used all of the collision labels for something else, you're out of luck.

    Another nice thing to have would be an output on sculpts that reports to what extent the sculpt is compressed, regardless of whether the cause of the compression is a physics collision or one of the new ways to cause a squashy sculpt to compress that JackyPrower is suggesting.

    And let's not forget the elephant in the room of squashiness - the labyrinth of rules that we have to thread to even get it to work in the first place:

    1. The squashiness "scale sweet spot". There appears to be a sculpt size for which squashiness works best - make the sculpt smaller or larger than that and squashiness has less effect.
    2. The forbidden sculpt edits - make an edit that's "too complicated" to squash or make the sculpt as a whole "too complicated" and squashiness won't work at all.  But ...
    3. .. we can make the forbidden edits rule go away by making the complicated sculpt non-squashy and grouping it with a simple squashy sculpt! So compressing that complicated sculpt was more of a "don't wanna" than a "can't".

    These extra rules are only taking away utility from the squashiness tweak, not adding anything - removing them would make squashiness much easier to use.

  • JackyPrower

    Exactly what TheBeardyMan said  :)

    There is no direct input, at the moment, to squish a sculpt. You need to place it in a contraption created ad hoc.

    Ideally, you should something similar to a 3-sliders option, to set how squashed your sculpt should be on X, Y and Z axes. You could then control these settings via logic and make the sculpt squash in an arbitrary way without having to resort to physics, external forces, and crazy grouping.

     

  • TAPgiles
    Great answers

    Ah interesting. Only thing is, there's always a direction of the squish. It cannot actually squish in all 3 axes to different amounts. Even if you had that piston setup or whatever. The direction is from the way it's travelling/impacting. Impacting on multiple angles? The direction is added up and normalised.

    So 3 sliders is one thing, but different to how it can actually squish. So maybe an arrow gizmo? But one that somehow won't be used if it's just through physics--so maybe there would be a switch to turn on the "controlled" mode settings.

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