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chikega
04-14-2013, 11:04 AM
Hi everyone,
I was able to rig this dental handpiece with the help of Chilton and Lino. Now I'm moving on to the next phase. The disk is rotating and as it touches the tooth, it bends slightly. How would I go about animating this type of deformation?

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Thanks!

XswampyX
04-14-2013, 01:44 PM
If you make your disc non-rotating, but rotate its texture instead. You will then be able to use just a simple morph to get your disk to bend.

Like so.

It's pretty basic, but you get the idea.

Hope it helps.

Cheers!

shrox
04-14-2013, 02:02 PM
If you make your disc non-rotating, but rotate its texture instead. You will then be able to use just a simple morph to get your disk to bend.

Like so.

It's pretty basic, but you get the idea.

Hope it helps.

Cheers!

Just what I was going to say.

nickdigital
04-14-2013, 03:00 PM
Me too, smart minds think alike. :D

chikega
04-14-2013, 03:03 PM
Wow, OK. Thanks fellas! And thank you for the scene, swampy. I'm studying it closely. I'll just have to time the rotation of the texture to the rotation of the mandrel (the metal shaft that the disc attaches too) .. it has slots on the side. :)

nickdigital
04-14-2013, 03:05 PM
If you tie the texture to a reference null you could then tie that null to the object that's spinning.

chikega
04-14-2013, 04:01 PM
Ok, cool! Thanks nickdigital. That's a great idea. I'm new to the animating side of 3d ... but I know enough to be dangerous :)

Amurrell
04-14-2013, 06:57 PM
Could you not also use soft body dynamics as well? Just curious.

nickdigital
04-14-2013, 08:04 PM
You could though I prefer relying on an animation rig over dynamics when possible. This way I have direct control over the animation versus fighting a dynamics simulation.

Amurrell
04-15-2013, 08:18 PM
Makes sense. Thanks.

chikega
05-01-2013, 06:33 AM
Well, guys. I tried creating an endomorph. But I wasn't quite able to tweak the disc appropriately to match the shape of the tooth. The disc was either intersecting the tooth or floating. It's one of those times that I wish the modeler tools were available within Layout to tweak the disc more accurately in situ. So, I went with Bullet Dynamics and I think the results turned out pretty well. I created a weight map because only one side of the disc is being used at any one time. I can rotate the disc in modeler as needed when approaching the tooth from a different direction. I also created a low poly proxy cage to save on dynamic calculation time.

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MarcusM
05-01-2013, 06:47 AM
I guess you set up this flexible parts as Deforming in bullet settings. Playing with deforming properties can give very good results propably without weight maps.

chikega
05-01-2013, 06:59 AM
Yes, that is correct. The proxy object was set as a static object. And the disc was set up as a deforming object. I tried it without weight maps. But to get the appropriate stiffness, the whole disc teetered. So the opposite side rotated closer to the tooth as the functional side was pushed. Like a "see saw".

chikega
05-01-2013, 01:10 PM
Here are two OpenGL preview renders showing the results using Bullet dynamics:

https://vimeo.com/65242248
https://vimeo.com/65230946