
ProcedualBarghest
918
8
3

In the blue I instance a straight Bezier curve using distributed points and
THIS IS IMPORTANT: the curve is resampled to 3 before instancing
In red I use a geo-prox node and some math nodes to gradually make the top ends of each instanced curve to attempt to reach the desired object. in this case a little Suzanne head. I use a mix vector node here between the Suzanne location and the original position with position node. then resample to higher count.
Between the red and blue zones i do something similar to the red zone but for the instance scale. kind of helps with the 'stretchy' look to it.
this system also uses a noise texture and some other tricks to make it look a little better. it's NOT perfect, just what I thought of immediately. You could definitely get better results with more time and effort making a more perfect nodegroup. here's some issues I see immediately with my setup:
-There is a clear limit to the bendiness to this setup due to the resample at the start. might be better off creating a curve from extruded points?
-since each instance is a curve: they like to twist all sorts of ways. might be a fix, but I didn't see an obvious one
-It can hard to edit the true influence of this system, not sure how to make that more user friendly
-The 'stretchiness' of this setup is lacking something. it would be nice if once a curve attached to the mesh, or at least got real close, it could hook to it instead of just changing scale weirdly. That would make stretching a little more realistic, but I didn't see an obvious answer.
-Might have issues attempting to add some kind of turbulence to it to make it look like grass in the wind.
These are big issues, but it does feel like a good step to the answer.
Here are some other immediate answers I hypothesized:
-Well, if you don't need a lot of them. just make them into rigs. animate with IKs, which I THINK is how Rainworld did it.
-Look into simulation nodes for an answer. a lot is possible with that system i don't understand. it might hold the answer.
-Instead of using geo nodes armatures or similar. you might be able to just use curves, hair, or lines and use Fields like Magnetic and turbulent to influence other simulation sets in blender. like hair sims, cloth sims, and others
Sorry for the info dump, the idea fascinated me and the best way to learn is to teach. If you've read all of this, you're awesome!



That patch is too dense. they won't escape!