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I want to bend a square bar with a hollow inside. What should I do to bend it into the shape as shown in the reference pictures?

If possible, I would like to know how the square bar bends in Blender using physics.

I'd like to make a video where the square bars are bent and crushed.

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Martynas Žiemys
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1 Answers1

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Playing around with a cloth simulation, I managed to get that far:

Adding subdivisions before the cloth simulation will increase the foldiness, though that also depends on cloth resistances:

I started with the default cube, resized it on $z$ axis, ✲ CtrlR added loopcuts to make it roughly square-quads based again, but then decided to add much more loopcuts in the bending area:

Probably many of those sparse loopcuts away from bending can be removed, and the dense loopcuts shifted up, as I wrongly predicted where I'll bend…

The bending animation is done using this modifier stack:

  • bevel to add holding loops for Subdivision Surface
  • Subdivision Surface to give it the final base profile and geometry density
  • Simple Deform to bend by 90°
  • The magic of cloth sim
  • Smooth the bends so faces don't overlap on themselves
  • Another Subdivision Surface to further smooth the output by adding vertices

Proper Weight Painting is crucial, and so by improving it you will get better results than me:

Cloth settings are extremely important as well, but I left most settings to defaults and just pinned the weights from above and added just a touch of pressure from inside to direct the bends outside:

Markus von Broady
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  • What a beauty! I wonder whether a blurred GN-generated tension-map would stand any chance of doing your weight-painting for you. – Robin Betts Aug 01 '23 at 09:45
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    @RobinBetts nice idea, I was thinking of something similar: after first pass, convert it to shape keys, then weight-paint the areas based on how much you want them to change. Could even weight-paint individual frames differently using this, then replay simulation, rinse, repeat until happy with the result… – Markus von Broady Aug 01 '23 at 10:28