Completed my Cloth Simulation!

I just completed my cloth simulation for Physically Based Animation! I'm really happy with the results, it looks great. I implemented stretch and bend constraints, collision constraints, sphere intersection, fixed point constraints, friction, and restitution. I'm still trying to figure out how to get it into maya, but hopefully I will soon! (I got my jello into Maya though! So renders will be coming soon!)

Jello Sim Working

I have a working jello simluation! I implemented Euler and Midpoint integration schemes, but RK4 is the most stable and the most pretty, so as soon as possible I'm going to import it into Maya and make an interesting scene to demonstrate with.

Things I still want to implement: Friction, inclined plane intersection, importing into Maya

Fun ideas for the future: Non-cube meshes (My dream is a Pusheen jello), jello on jello interactions

Jello Simulation - Part 1

Well I've finally started it, the infamous Jello assignment for Physically Based Animation. So far I've written the code for internal spring forces (including the dampening force), collision detection with the ground, collision detection with cylinders (but not the end caps just yet), and added structural, shearing, and bending springs to make the jello more stable.

Because I haven't actually included the floor in the scene yet I don't have any interesting deforming or crazy explosions happening yet, but those will come soon.

Things I still need to implement: Explicit Euler and Midpoint integration (right now its using RK4, which is more stable, but I was given it by my professor. I'd like to implement my own integration.), collision response, collision detection with other shapes (cubes, spheres etc), and supporting advanced rendering so I can use Maya to keyframe and render in MentalRay.