• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by JohnAndersonArt · Apr 27, 2012 at 04:24 PM · colliderdeformationmorphreal-time

Real-Time Interactive Deformation

I'm working on an app that would allow a user to move surgical objects within a thoracic cavity and push the lungs aside. This would require real-time, interactive deformation of the lungs. My initial thought would be to rig the lung object with a series of bones that could be pushed around using a collider object. When the collider was not in contact or close proximity to the bones, they would gradually return to their original positions. There are several things I'm unsure about though that I would like to ask.

  1. Can a collider object be set up to push the bone out of the way with a proximity falloff. Would this be scripting or could it be done natively?

  2. Can the bones be set up so they themselves are collider objects that would move each other..., i.e., if the instrument were pushing one bone out of the way and it ran into another bone, then that bone would also be pushed out of the way. This should help to prevent interpenetration and artifacting.

Any help would be greatly appreciated... even just to get me started.

Thanks in advance,

John

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

2 Replies

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by tingham · Apr 27, 2012 at 04:37 PM

You can manipulate the verts of your mesh instead of using bones. This would allow you to create some really simple distance-based constraints - OR - you could create empty physics objects that correlate to verts in your mesh and join those invisible rigid bodies. When the user interacts with those colliders, you would update your mesh vertices.

This kind of solution would be incredibly powerful if combined with vertex color weighting for specifying per-region falloff commonly found in organic tissue.

MeshFilter

MeshFilter Scripting

Procedural Examples - Deforming a mesh using mouse input.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
0

Answer by Scobbo · Dec 28, 2012 at 04:38 AM

I know this is old but what about a really rigid cloth physics lung. I have done it with a sphere. It acted like a ball that was inflated but not fully. It colided with things the way I think you'd like it too.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

6 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Dynamic mesh collider from blendshape needed ! 2 Answers

How do I update the collider mesh based on the shader vertex deformed mesh? 0 Answers

Tilt Brush clone with Kinect, HMZ-T1 and Unity 0 Answers

Internal collisions 1 Answer

Script not updating ? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges