Fluid simulation - inflow - export animated mesh bug
Open, Needs TriagePublic


System Information
Win 10, GeForce GTX 1070

Blender Version
Broken: 2.78a (hash e8299c8)

At Fluid Simulation panel - inflow object - when selecting Export Animated Mesh inflow emits enormous amount of water in an incontrolable way producing waterfalls of fluid all around almost instantly filling out the domain. It should slowly drip like regular/non animated mesh.


Non animation mesh (correct)

animated mesh (fail/error)

Exact steps for others to reproduce the error
Open blender, add fluid domain, add fluid inflow, select inflow to be Export Animated Mesh - bake - check the result. Then deselect Export Animated Mesh - bake - check the result. In given example just bake the fluid simulation.


This comment was removed by gimble (gimble).

There is a misunderstanding, here.

The incorrect result is not the one with Export Animated Mesh option enabled.
It is the one with Export Animated Mesh option disabled.

An inflow object is supposed to release at each frame its volume as a new quantity of fluid.
So, it is totally consistent to obtain a waterfall from an arm that have almost same thickness of arm.
A zero Inflow Velocity only means that liquid has no initial velocity but it should fall because of gravity effect.

To obtain a thiner waterfall, you must set Volume Initialization to Shell instead of Volume.
Then, thickness of fluid would be relative to compressibility, world size and resolution of simulation .

To obtain fluid velocity coherent with character animation, you need a fluid control object.

So to make it working right I need to put into domain a FLUID object and make character mesh a FLUID CONTROL object? As far as I imagine - this way my character will not emit any drops (as my basic intention was). Am I right?

I mentioned fluid control only to give trajectories to drops coherent with character movements.

If you want a liquid man that emits no drop at all, you should avoïd fluid simulation.
It is probably less painful and time-consuming to fake a liquid look by using displacement modifier, wave modifier and/or dynamic paint waves.

All I want to achieve is to fluid inflow object emit fluid the same way on non animated mesh and animated mesh. I already tried the displacement and ocean modifier, looks good but I wanted drops dripping from running character. As soon as I tick option "export animated mesh" inflow emits enormous amounts of fluid. Is there a way to make deformed mesh emit fluid like non deformed (not animated)?