In
this tutorial, we are going to take a look to how to make elastic
objects using RF3 Particles.
First of all, we are going to define the two basic types of
Elastic Objects you can create within RF:
The
Emitter based Elastic uses the standard volume emision of RF3
emiters to create an Elastic Particle structure. The properties
of thess elastic particles are exactly the same as the object
based geometry but we can just mesh those particles with the
RF3 mesh utility.
With the object based technique, we can use the geometry of imported
objects as particle containers. What's more, we can deform the
geometry by attaching particles to its vertex so we dont need
to mesh those particles because we can export the object geometry
deformation back to our 3D package.
In this tutorial, we are going to focus on the second ones.
In our scene we have a baseball bat, two walls, and the ball.
We want the ball to hit the wall as the result of the impact with the bat.
Our bat is hand animated within RF3, matching the ball position.
As you can imagine, aright now, it's just hitting the air :).
Then we choose a Fill-Deform Emitter from the emitters drop-down
list.
The Fill-Deform is a special type of emitter that loads Elastic
particles as default.
Fig1: Fill-Deform parameters
At this point, we can set up the Fill-Deform emitter in different
ways. We can just fill the entire object with particles, make
a selection of vertices or a mixture of both methods.
In images Fig1 and Fig2, you can see the difference between a
selection of all the vertices and the entire object filled, plus
the selection of all the vertices.

Fig2: Vertex Deform Particles
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Fig3: Vertex Deform Particles plus Fill Particles
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As you can imagine, different setups produce great
diferences in the behavior
of the elastic. Even with the same parameters, you will notice that
the Vertex based one looks softer than the filled one. That´s
because we don´t have any internal structure creating
the illusion that the object is not just a cloth.