I had thought of attaching the feathers to individual bones to support a "ragdoll" type physics simulation, but the dForce/cloth room soft body simulation is probably a better solution. ;-)
The inner and outter vanes would be the parts that would be weighted for the softbody simulation, for the most part. A bit towards the tips of the quills wouldn't go amiss, either. Morphs would be the more memory-efficient way to change the feathers' position. Having a hundred or more bones in a simple conformer like that probably wouldn't be worth the processing power for the effect you would get out of it.
Gorgeous FreyrStrongart!!
Brilliant !!I was thinking of dForce/cloth room simulation settings for my Manticore's membrane wings, I don't know why it didn't occur to me for the feathers. LOL
Let me know if you need or want more info on the readme file!
A small animation of the additional skins for my seahorse. These are poser renders so I am pretty happy how they came out.
my seahorse with the geoshell combination Iray renders.
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@FreyrStrongart ... I was just thinking about the seahorse and wondering how he's coming along...so beautiful! I want him SO much!
The seahorse is in the beta tester phase... again!! I really hope it will work now. I am also getting pretty good results with the poser files, StudioMartillo created a nifty script to assemble the seahorse and take care of the bits that stumped me so far. There is one element that doesn't yet work the way I want it and I need to do the mats for the poser files but I think I can say it will work in poser as well. Especially the mats.
Excellent tparo. Who's the cowboy?