Fleshy: Contact-Based Flesh Deformation
macOS or Linux?
Not yet. This version is Windows, 64-bit.
How big is a cache?
About 50 MB for a 250-frame shot of a full body at subdivision level 2. Baking more frames adds to the same file.
Does it render on another computer or a farm?
Install Fleshy wherever the file renders, and keep the cache file beside the .blend. Without the add-on, the character renders without contact deformation.
Do I have to paint anything?
No. Contact is found automatically. To give parts of the body different settings, a region names a vertex group the character already has, such as a rig's deform group.
Does it only work on characters?
No. Any all-quad mesh with a Subdivision Surface: a creature, a soft toy, a cushion, a prop. Several meshes can be set up together as one.
Does it need a particular rig?
No. Any rig, or none. There is no bone setup and no per-character authoring.
Does it stop surfaces passing through each other?
Not always: it shapes how flesh gives where something presses, and does not hold two surfaces apart. A collider pressed in further than Dent lets the flesh give shows through, and on a mesh with few faces an edge can pass between its points. Raise Dent, or give the mesh more faces where it is pressed, at some cost in speed. Where nothing may ever pass through, such as a close-up of a hand sunk into a cushion, a Mesh Deform cage or a simulation keeps the surfaces apart exactly.
Is it built with Geometry Nodes?
No. Fleshy works out the deformation in its own engine, written in C and compiled. The Geometry Nodes modifier it adds to your mesh only applies the result.
Is it a simulation?
No. Each frame follows from its pose alone, so you can scrub to any frame, render frames in any order, and get the same result every time. Smooth Pops, on by default, evens out a sudden one-frame jump of the flesh over a few frames when you bake.
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