Peeling an apple, with cloth?
I'm looking into an experiment of simulating the peeling of an apple, where i want the the pieces of the apple skin to fall of in fairly big pieces.
I'm looking into doing this using cloth and a vertex map where the map right now affects a Turbulence and Tear Past map.
Really not the right route.
Anyone in here have a suggestion on how to approach this? Or would it be wiser to just set this up manually not using cloth?
Dr. Sassi last edited by Dr. Sassi
Please have a look here:
Perhaps a sketch or even a storyboard would help to see what your target looks like.
Several options are certainly possible depending on what you like to have and how you edit the clip.
The Bend deformer (and perhaps just the Voronoi Fracture would be the simplest way, and besides anything Simulation-based, I believe using Joints would be the more complex but eventually the more detailed approach. For a professional production, where often uncounted revisions are done when the peel would be the focus point of a take, then Joints might work best.
Yes, with tears, we have seen a few results of little rough shapes fly away, but peels tear so rough, and their edges depend on the cut. In my example above, I would assume to use an Alpha channel to define a more "natural" shape than the rectangle. With the inverted Alpha, the remainders would be defined.