Manual · 11
Limits worth knowing
What Fleshy does not do, or does differently from what you might expect, and what to do about each.
How it deforms
- It stays off modelled creases. Where a surface has a crease set, it does not deform across it. This is deliberate.
- Grazing contact is weaker than you might expect. Surfaces that slide past each other rather than pressing in produce less deformation.
- Deformation changes with subdivision level. The same pose and settings give a different amount of squash at level 1 and level 3, which is why step 1 of Your first shot exists: tune at the level you will render and the question never arises.
- The surface can slide a little sideways where it is pressed.
- Contact starts and ends with a small jump. At first touch and at parting, the bulge appears and goes within a frame. Smooth Pops spreads it over a few frames when baking.
- An opening in the mesh can read as contact where nothing touches: a separate head's neck, a Mask modifier's cut, a garment's open edge. Tick Close Openings.
- A rig with linear blending caves in the inside of a bend before anything touches, and it can look like a dent Fleshy made. It is the rig: tick Preserve Volume on the Armature modifier.
Settings and frames
- One set of settings per object, or per group (Several meshes as one). Only frames baked with the current settings play: you cannot have one range at Bulge 0.7 and another at 1 on the same character. Frames baked with other settings are kept, but refused until the settings match again. (Settings can differ from one part of the body to another: see Regions.)
- Outside the frame ranges nothing deforms, in Live as in Baked.
- Anything that changes the vertex count or order needs a new bake: see When to bake again.
With colliders
- At the default Dent a collider pressed deep shows through, and a collider sunk deeper than it is thick is missed: see How deep a collider presses.
- It does not hold two surfaces apart. Fleshy shapes how the flesh gives; on a mesh with few faces a collider's edge can pass between its points, even where the dent is deep enough. More faces where it is pressed help, at some cost in speed. Where nothing may ever pass through, such as a close-up of a hand sunk into a cushion, use a Mesh Deform cage or a simulation, which keep the surfaces apart exactly.
Files and systems
- Windows only, 64-bit. macOS and Linux are not supported yet.
- Without the add-on, a set-up file shows no contact deformation: see Turning it off, and uninstalling.
Not tested yet
Fleshy has not yet been tried with these. If you use one and something looks wrong, write to nocom.studios@gmail.com with what you did:
- a read-only or full disk while baking;
- one cache file open in two Blenders at once;
- several scenes in one file, or switching scenes;
- time remapping, a frame step other than 1, negative frames, or a preview range;
- Live mode during a render;
- two objects whose names differ only by
.and_, such asBody.001andBody_001, which bake into one cache file.