Create Your First Project
Start adding your projects to your portfolio. Click on "Manage Projects" to get started
Armature Deformer (Game-Ready Deformations)
Technical Direction
Marc Woodall
Design
Marc Woodall
The Armature Deformer (Game-Ready Deformations) scene file was produced in Blender 3D with experience in Unreal Engine. The goal was produce a stable and efficient means of deforming objects (tires in this case) to surfaces using bones instead of common deformers (ex: simple deform, lattice, shape keys). Using the Suspension Physics armature as a foundation, this armature now uses the Shrinkwrap constraint and a loop of deform bones to calculate traditional deformations based on the constraint data. Although deformers are functional, and are a practical solution for many problems, they do not translate to real-time editors like Unreal Engine. However our new deform bones do. The most recent iteration of this armature now calculates the angle of the deformation to maintain more accurate contact with the surface as well.



