I have a smoke simulation that I'm trying to get a wing to flap away.

I have domain smoke setup from a fractal plane with random faces that are deleted.

And I put a smoke collision physic on my rigged 3d model (on the mesh, couldn't put it on the rig )

The smoke is getting flapped away but it is barely noticeable.

Is there a way to modify the smoke collision on the mesh to were it really flaps away the smoke more intensely or make it more noticeable or just have it flap away more smoke?

Or is this caused by too many faces from the smoke simulation?

Open for any thoughts or suggestions

  • 1
    $\begingroup$ A wing as collision object will collide with the smoke but will not displace any air, as it would happen in the real world. Probably you need to add some kind of force field like wind or vortex and animate it to make this work. $\endgroup$ – cegaton Jul 24 '17 at 23:42
  • $\begingroup$ Should I add that to the smoke or to the obj or the rig? $\endgroup$ – Zak Jul 25 '17 at 4:34
  • $\begingroup$ Force fields (like wind) are a different kind of object read about them here: docs.blender.org/manual/en/dev/physics/force_fields/… $\endgroup$ – cegaton Jul 25 '17 at 4:56
  • $\begingroup$ Read It. I still do not understand :/ $\endgroup$ – Zak Jul 25 '17 at 5:02
  • $\begingroup$ youtube.com/watch?v=W1B4SY9JDzw $\endgroup$ – cegaton Jul 25 '17 at 5:10

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