Right way to achieve animation constraints

Hi!

I’m very new to unity development and also my knowledge in 3D animations is not very good.

My project is to simulate a Baby in unity. For example if the baby breaths the breast/stomach are moving up and down.

For now I solved it this way:

  • Someone modelled the baby in 3d
  • The same person created BlendShapes in Maya
  • I imported the model and the BlendShapes using the MegaFiers-Plugin (Morph Animate « MegaFiers)

As you can see this approach worked fine for me.
1643806--102111--$baby.gif

But now I have to add electrodes to the baby. And the problem is that the 3d model of the baby intersects with the 3d model of the electrodes.
1643806--102113--$baby2.gif

Now my question is how can I achieve this so when the stomach of the baby (or the baby in general) moves, the cables also move? I think that this will not work with the BlendShapes way. What is the right way to do this? (Bones? i have no idea :()

Regards,
Stefan

use bones, or model the cables with the baby together?
Just a guess.

Haven’t tried bones yet. I’ve tried to solve my problem using Cloth. But I think thats also not the right way. It looks like the cloth collides on the base mesh and ignores the morphing animation. Is that true or am i doing something wrong? Is there some kind of setting that changes this behaviour?

You need to animate your electrodes model. Bones or blendshapes would both work fine.

Ok. We are trying now to create the electrodes model with the 7 Blendshapes. The baby has 7 blendshapes and if we animate the two models in the same way, it should work. We’ll see :slight_smile:
Thx,