did you look at the paper I posted? it's all about a hack that mostly fixes the odd-looking deflected shapes.
Not accurate at all, but, basicly, you rotate your frame of reference on a per-vertex basis.
http://graphics.cs.yale.edu/julie/pubs/Deform.pdf
I just have to figure out how to compute...
Tron was mostly done on symbolics machines, and was mostly rigid forms translating around based on hand-keyframed channels- I doubt if they used any FEA for anything in it....
was "Nastran" around in 1981?
I'm starting an open-source project developing a FEA solver for visual effects work.
I'm attempting to implement this:
http://graphics.cs.yale.edu/julie/pubs/Deform.pdf
I don't know how to compute or store the stiffness matrix. Any tips, hints, or pointers?