Original Post
Hi everyone, long-time-lurker here with a question. I'm embarking on a simulation that will probably never turn into a game, yet it is rooted in the game world. I'm attempting to develop a real-time closed-loop controller for a simulated biped. Here's the kicker, I'd like to model the foot-ground interaction as accurately as possible so that I can measure the simulated forces encountered by the foot in multiple locations while providing the bottom of the foot experiences deformation from compression and flexing.
I'm still gathering information regarding methods for accomplishing this, but I thought I'd check here to see if anyone had some advice. I would accept starting with a low fidelity model that would get me up and running...however at this point I haven't got enough information to define the minimum requirements.
My first concept is to build a skeleton, and a hard skin around the skeleton per standard skinning methods. Then put a tbd thickness compliant skin around the hard shell which would approximate a first or second order response to skin deformation.
Any thoughts or suggestions?
I'm still gathering information regarding methods for accomplishing this, but I thought I'd check here to see if anyone had some advice. I would accept starting with a low fidelity model that would get me up and running...however at this point I haven't got enough information to define the minimum requirements.
My first concept is to build a skeleton, and a hard skin around the skeleton per standard skinning methods. Then put a tbd thickness compliant skin around the hard shell which would approximate a first or second order response to skin deformation.
Any thoughts or suggestions?