This is the first post demonstrating what NVIDIA PhysX FleX is capable of when it comes to high-quality simulations. I'm planning to show how it can be used for all kinds of simulations with the upcoming blog posts. Also a cool demonstration video below.
FleX is a particle based simulation framework developed by NVIDIA for real-time visual effects. The idea is the following: instead of a having a bunch of solvers for each type of a body (rigid, soft, fluid, cloth e.t.c.) why not create a unified solver based on the concept of using particles (or “molecules” if you prefer) to represent the bodies? Then, make this solver work on modern GPUs to deliver unprecedented simulation speed and you can actually use the result for real-time simulations in games or interactive presentations.
Now, we all know what “real-time performance” means when it comes to the “offline” CGI... ;)
I'd like to present the results of a study I conducted recently:
Working on the animated short film I am constantly updating a list of tasks to do in order to achieve a descent final result. One particular topic took my sleep away recently when I remembered that in order to correct skinning errors on animated characters you'd either have to sculpt and then script a bunch of blend shapes or would need a muscle system available in your DCC software.
I then turned to Maya, which has had a muscle system for ages.
Maya provides several deformers to manage soft- and hard-tissue interaction between muscles like smart-, self- and multi-object collisions. Even though they aren't terribly performant, they get the job done.
Unfortunately as soon as I would've used any of Maya's Muscle system tools I'd be tied down to a 185$ a month subscription plan for the whole duration of the project which would be outrageous. There is a lite-version of Maya available for indie gamedevs - Maya LT - which only costs 30$ a month, but it doesn't come with the Muscle system.
Hence I had to improvise and develop a simple and straightforward solution for this problem in a DCC of my choice.