A realtively simple way is to use a spring system. Have each edge represent a spring and through the magic of Hook's law you'll get a deformable object. Now, naturally it's not quite as simple as that, one of the problems being that spring/mass systems can blow up when numerical accuracy becomes a problem. There's plenty of stuff on t'interweb about it; it's related to cloth dynamics.
John Donovan Sony Computer Entertainment Europe http://www.scee.com [EMAIL PROTECTED] wrote on 08/12/2006 09:23:24: > Hi OSG Users > > I'm trying to graphically model an exaggerated deformable non-rigid > body. At the moment my deformable body is just a rod that I'm trying to > bend kind of like modeling a slinky spring. > > My current method is to segment the rod and then displace each segment > according to an equation. However this gives the rod a very rough > surface due to the staggering of the segments without including a > rotation. > > I was wondering if anyone knows of a better way to model a deformable > body that changes with time? > > Thanks > Tristan > > _______________________________________________ > osg-users mailing list > [email protected] > http://openscenegraph.net/mailman/listinfo/osg-users > http://www.openscenegraph.org/ ********************************************************************** This email and any files transmitted with it are confidential and intended solely for the use of the individual or entity to whom they are addressed. If you have received this email in error please notify [EMAIL PROTECTED] This footnote also confirms that this email message has been checked for all known viruses. ********************************************************************** Sony Computer Entertainment Europe _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
