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Question by 515Dastan · Jan 14, 2013 at 05:58 PM · deformationdeformbubbledeformingbubbles

How to create deforming soap bubbles in unity?

I'm using unity 3.5 (indie version) and I need to create bubbles that deform a bit when bump into each other and other surfaces... I haven't tried anything yet and I'm looking for something to start with... anyone has any idea where/how to start...?

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Answer by robertbu · Jan 14, 2013 at 07:00 PM

You might look at these two possibilities:

Procedurally - Here is a link to some some examples.

Cloth - here is a link to some training videos. Video #16 has a beach ball that deforms when impacted.

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avatar image 515Dastan · Jan 14, 2013 at 10:57 PM 0
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thanks a lot... I checked the videos, quite helpful actually...

but the "examples" link gave me "404 link not found"...

avatar image robertbu · Jan 15, 2013 at 03:03 AM 0
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Try again:

http://unity3d.com/support/old-resources/example-projects/procedural-examples

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Answer by Kos-Dvornik · Jun 11, 2014 at 11:29 AM

This tutorial may help http://kostiantyn-dvornik.blogspot.com/2014/06/interesting-advanced-particle-tutorial.html

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avatar image saddam751 · Dec 04, 2014 at 09:09 AM 0
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tutorial is not clear

avatar image HarshadK · Dec 04, 2014 at 09:13 AM 1
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@saddam751 really? You expect tutorials to spoon feed you? That's amazing.

avatar image uuil. · Dec 05, 2014 at 08:53 PM 0
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@Harshad$$anonymous$$ to be fair it's not written in great English. And it doesn't actually solve the problem OP was asking about.

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Answer by saddam751 · Dec 04, 2014 at 09:13 AM

how to make soft body physics. A water bubble that changed shape at point of contact when collides with something

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Answer by uuil. · Dec 05, 2014 at 09:10 PM

The other answers here suggest using soft-bodies, which may well work for your case. But in cases of far larger numbers of particles I think I different approach would be merited.

You can estimate the density (rate of collision) by tracing the positions of the particles. However calculations based on the positions of the particles is dumb, and slow. So the next best thing is to guess what the density of the particles will be over time. And then adjust the animation accordingly. I.e. Set up some particle systems which behave in a predictable way. And animate their deformation as this guy does , but with a more complex animation graph. The key for a method like this working is for there to be enough particles, with regular collisions.

IDK how realistic something like this might look. But I believe it'd be worth an investigation.

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