A simple example written using Microsoft XNA 3.0 that shows a goal soft body in action. The vertices of the cylinder that you see is actually attached to a hidden stationary cylinder, on a per-vertex basis. The vertex positions of the hidden cylinder serves as goal positions for the soft body vertices to move towards.
A slinky can be created from this simply by mapping an alpha texture onto the cylinder: http://www.youtube.com/watch?v=_yR_Tiqze2E
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