Deformation Approach #2.5: Procedural Mesh – Part 3
Hi all! Welcome to the third and last post about procedural mesh deformation. For the impact we take the velocity of the objects colliding and their respective masses (if the object is simulating physics) and calculate the new force according to given information. The “OnComponentHit”-Node already provides the hit location and force direction. With these values a simple deformation can easily be simulated.
We implemented two types of deformation for now: A simple deformation, where you can define how much force gets lost per unreal unit (cm) from the impact point and a smooth deformation, where you can set how far the force can spread from the impact point. With these two different deformation algorithms we can already create some different behavior as you can see in the video.
We will now do some research for VR and start making a test level to see if the deformation and the other components work well together.
Read more about the different deformation approaches here.