you mean you want a wobbling mesh? I guess you need to rig the mesh and then apply physics to every vertex.
you could do something like:
check the direction the force/pressure is coming from. This is usually where the ball comes from. on impact make a list of all vertices, sorted by distance to the force. Depending on the weight of the ball and the material (rubber? götterspeise? doug hafenen belly?) you may squeeze the vertices more or less. The "higher" they are, the more they will be moved toward the level of impact. This effect is only temporary and should be performed in a morphing method. The same way you sqeeze the ball, you should also be able to stretch the ball, so you can add some kind of fading echo that's gonna make it wobble the real way (squeeze>stretch>squeeze>stretch...).
you could do something like:
check the direction the force/pressure is coming from. This is usually where the ball comes from. on impact make a list of all vertices, sorted by distance to the force. Depending on the weight of the ball and the material (rubber? götterspeise? doug hafenen belly?) you may squeeze the vertices more or less. The "higher" they are, the more they will be moved toward the level of impact. This effect is only temporary and should be performed in a morphing method. The same way you sqeeze the ball, you should also be able to stretch the ball, so you can add some kind of fading echo that's gonna make it wobble the real way (squeeze>stretch>squeeze>stretch...).