View Full Version : Falling rose with realistic bounce

12-20-2014, 03:56 PM

How do you animate a rose falling to the ground with a realistic bounce to the petals and leaves? Thank you.

12-20-2014, 10:30 PM
You would have to use clothfx or bullet soft body dynamics. If you're feeling adventurous you could try doing it with bones and morphs and hand animate it.

12-20-2014, 11:10 PM
...you could try doing it with bones and morphs and hand animate it.

That's what I would do. With a little dew splashing off, that could look really nice.

12-21-2014, 08:41 AM
yeah...and just for tech showcase, not sure it is necessary to apply it but...
bone dynamics Ik booster.
bone dynamics bullet....I you have lightwave 2015

the other methods might be more simpler and do what it should though.


12-22-2014, 09:55 AM
One of the solutions I would consider would be to use classic cloth fX along with metalink.

My initial thought is a bone solution would be cool, but there is really no hierarchy in something like a rose and you'd at least have to have the pedals and leaves also maintain some dynamics that would need to be more fluid. And you'd also want a varying degree of stiffness.

My workflow would be centered around painting a weight map that would be used for stiffness on a cage that was closely modeled to the rose exterior and act as a lattice deformer. It would be the dynamic object that would also get collision. This cage would be lower polygon than the rose which would have higher levels of detail.IB t

In the cloth modifier basic tab you see slots to imput maps to the left were it says Fx.

I would start with 3,000 for both Spring and Sub Structure. You could plug in a map here. But I think you'd get better results leaving that as a numeric input and plugging a map into Hold Structure.

The way maps work is they regulate a percentage of the amount entered numerically.

So lets say you had a Hold Structure of 1000.

A weightmap gets values of 0-100.

0 of course would be 0 hold structure.

A weight value of 50 would be 500 and a weight value of 100 would be 1,000.

You get the idea.

From there it is just a matter of getting familiar with how the metalink deformer works and there are a few tutorials around for that:


Some data on cloth: