Most all my objects in the VR space are done via a spherical pressure calculation, I do the base calculation in maya using spherical “cloth”, then then object shapes that are a result of different tensors (i.e. spherical pressure) are sent to unity. It’s pretty nice, because any object can morph into any other object since they have the same number of vertices and vertice alignment. I almost threw a mental gasket on this, since I was working on it a couple of days ago for a non-VR scene, and when I went to do the same thing I had forgotten the scene I had done this for. I need to keep better daily notes since so much is happening every day.
All my super complicated math btw will be in the film.