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Idea #420: Real-world Objects can't occupy same space. Neither should Blender.

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Written by DavidBrennan the 21 Nov 11 at 00:57. Category: Animation. Related project: Nothing/Others. Status: New
Rationale
I'm a very novice 3D animator. I've found great frustration in animating simple character interactions because the various Objects are constantly intersecting/overlapping unnaturally. Ex.:

1) Two characters shake hands. The two hands should NOT be going inside of each other. One hand's space should be protected from the others.
2) Character going up stairway: his heal and toes are constantly dipping into the stairway mesh.
3) Character wearing a shirt. The skin underneath constantly pokes out from underneath. Why? Isn't it possible to designate the shirt as occupying that space and therefore covering up what's beneath it?

Essentially, this would be like the Collision Physics tool except it would apply in Animations and at user-appointed times. Currently the Collision Physics is restricted to areas in which the computer is controlling all the motion - gravity, wind, etc. But if Blender is capable of designating, say, a ball and a floor as not being able to intersect in a Physics simulation, why can't a similar technique also apply during the user's own animations?
Tags: Armature Collision Mesh Rig

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