
Ok so I mixed back some of the previous word fragments and got back a lot of the same, which was somewhat challenging. How would I consider alternative combinations of these words?
The idea of jellos and its interesting qualities was still on my mind. I began thinking about growing/shrinking of jello and how it would wobble, and how jello would look like when perfectly still (a hard translucent solid) and when wobbling (soft). Jello also has a distinct look under light.
When I began this 5-in-5 i wanted to conduct experiments/explorations in both physical and digital modes. Today's would be a digital experience prototyped in Unity.
I began thinking about mesh deformation, and found Kristin Stock's video easy to follow: https://www.youtube.com/watch?v=UxLJ6XewTVs . I implemented her code and here are the results on primitive volumes:
In her video I noticed she used a lot of other 3D models, and I tried on from Google Poly, which worked quite well in terms of mesh deformation. This is a low poly .obj:
I also wanted to see how objects hitting each other would look like, here with a bouncier physics material.
While implementing the code was relatively straightforward, getting it to work on a variety of 3D models was challenging, I'm guessing because of the large number of vertices that may be present in those. My Unity crashed a few times when attempting more complex geometries. I experimented a lot with the model import settings and it was hard to find a good set of settings.
The next logical step is to dive into the world of shaders in order to replicate actual mesh deformation. One of the frustrations in today's experiments was not being able to replicate, even closely, the aesthetics of jello. While downloading an asset from the Asset store would have fixed this, I would like to better understand this area.