liquid technic
<none topology change liquid>
The main goal of this R&D was to transfer simulated water into a game engine.
Because fluid simulations usually involve changing topology, bringing them into a real-time engine can be challenging. In this approach, I converted the simulation into a fixed-topology mesh with a consistent polygon count, so the result could be treated as a deforming object rather than a topology-changing one.
Once the topology was fixed, I was able to transfer the animation into the engine using a skeletal animation workflow.
This R&D was originally developed for an in-house engine, and this example is a representative demonstration of the technique and workflow.