Hi, I have searched for a while and there is barely anything on creating a deformed mesh based on a collision, for example, driving into a sign bends the sign quite a bit, any help would be appreciated, thanks in advance!
Softbody like clothes, car tires etc. may give you some ideas.
Say for a pole specifically you can fake it by having an animation of the pole bending to 90, then what you do is when the car hits the pole you rotate the pole to match the angle of the collision, bend it to your liking.
you can keep the sign on the pole as a separate object so that it won’t rotate with it(could also have it fly off depending on the collision impulse), if it’s like a brushed aluminium texture the shift should be unnoticeable.
if you’re talking about a dynamic system, say a dent in the hood from a rock hitting it what you’ll need to do is map the vertices relative to the impact, figure out what verts are closest and what direction to move them to according to the angle of the impact.
that stuff gets really complex so if you’re into it - spend some time researching it, but if you don’t need to go all out on this system I suggest using some smoke & mirrors (IE faking it).
Mesh deformation example below should give you a good starting point.
It can help me but its not deformation its just jelly physics
Well, if you follow the steps of the article and don’t use springs to pull the nodes back it would be deformation… so a pretty good starting point.
I would take heed of @SparrowsNest 's post: consider that if you want anything like a general purpose solution you are either going to have to carry the burden of over refined meshes on everything you potentially want to deform, or you are going to have to dynamically re-mesh impacted meshes (extremely involved, with potentially large CPU costs).