procedural convex hulls around geos?

   4458   5   2
User Avatar
Member
411 posts
Joined: June 2015
Online
Can anyone be so kind to remind me how to create a geometry convex hull / collision hull? I'm not planning to do any dynamics right now, but i'd like to create (animated) convex hulls around existing objects to use those as visualization proxies for some heavy animated geo i'm planning to instance in a scene.

Thanks in advance.

Cheers,

A.
Edited by Adriano - April 26, 2018 21:38:38
User Avatar
Member
555 posts
Joined: Feb. 2017
Offline
I'm gonna state the bleedin' obvious…………..convexhull (tetrahedralize) ?
User Avatar
Member
411 posts
Joined: June 2015
Online
vusta
I'm gonna state the bleedin' obvious…………..convexhull (tetrahedralize) ?

Yeah, i tried that, it super-crashed my scene after hanging for 15 min… but i hear it works well with cubes and low-poly stuff that don't really need it (Late night sarcasms… apologies).

I was after a more creative (VEX maybe) functional solution? Cause i'm not getting anywhere with the SOP, my geos are just too big and detailed.

Thanks though.

A.
Edited by Adriano - April 27, 2018 13:26:09
User Avatar
Staff
795 posts
Joined: Oct. 2012
Offline
The Shrinkwrap SOP provides the same convex hull algorithm used by the Bullet solver
User Avatar
Member
411 posts
Joined: June 2015
Online
cwhite
The Shrinkwrap SOP provides the same convex hull algorithm used by the Bullet solver

I'll give it a shot, but i think ther is no way around many (time consuming) previz via flipbook in my situation i'm afraid.

Thanks a lot.

A.
User Avatar
Member
555 posts
Joined: Feb. 2017
Offline
what about polyreduce first (ie. hope this gets you over the crash hump) then convexhull ?
  • Quick Links