Can/How would I make realistic mesh deformation for vehicles (like the game BeamNG.drive) without using pre-uploaded meshes

(I don’t know where to post this and what tags to use, please tell me if I’m posting in the wrong place and I’ll move it.)

So, I have decided to make a vehicle repair game and I want a MeshPart to deform itself. However, I want the mesh to deform without use of an existing mesh on the Toolbox. Is it possible? If so, how could I do this?

Thank you in advance

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There is a really good topic: Car deformation

Is it possible to do this without adding bones to my whole model?

BeamNG uses nodes connected by springs and beams, with textures stretched between the nodes (I think). I have tried to make a similar system with little success, but the general idea was there. I made a cube with four parts as the corners, and connected them with springs. I then wrote a script that sets the springs’ target length to its current length, so it would keep its shape when deformed. The system was somewhat glitchy, but the deformation worked mostly. Improvements to the system are needed, but I think parts connected with spring and rod constraints are a good start. Hope this helps!

Also fun fact: I have around 575 hours in BeamNG and I still suck at driving in the game