Stop looking at me…


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Used the exact same method as the attack, but because this is a close up paint effects looked a little dodgey. So I animated an extruded NURBS surface along the animated curves and applied the goo shader onto that to get it looking good.

Chris has been sending me source files throughout the semester as I have been saying early on, how daunting I found creating the goo. A couple of his files involved hair follicles which gave some really nice and easy dynamic movement. However, when I used this method in my scene, especially with the collisions on for each body part and the ground, the scene became very sluggish. I also found I didn’t have enough control on each hair, especially when the goo strands float between being agressive and passive. So I decided against hair, and chose to animate the curve points instead. This might have been more time consuming in the long run, but I had a lot of control.
After much, much trial and error, the following is the process I settled upon:
In the end, it probably took the better part of three days for this scene. And the process was very simple because I had some base scenes and methods sorted already. I didn’t have to be so scared of it.


I then applied a Uniform field to get the particles going in one direction and a Turbulence field.

I modified it a little, layering two shaders - one that makes the smaller cracks and reflection and the other with the deep cracks - that way it’ll be easier to animate.
I totally caved just now and emailed Chris about it.
*falls asleep*


Only problem I stumbled upon is that the script fails on my torso mesh. Tried a whole number of seam variations. Nothing worked for it. So I ended up UVing the arms seperately, then the torso itself.
Still, the script rocks my socks.
