I don''t know if it''s too graphic intensive but I don''t think so, because it''s collision detection that you would already have in the engine, but you would need it to be very precise.
You would have a model with lots of vertex, and not much space between them, the more vertex the more realistic.
Just detect the collision, search for the vertex that are inside a radium of a sphere using the collision point as the center, and move the vertex withing that range.
The more distant a vertex is from the center of the sphere the fewer the distance the vertex moves.
You should use vectors from the center to the vertex to see exactly how much and in which direction the vertex should move.
I haven''t done this, it''s just the way I would try to do it if I wanted, so just use my comments if no one else replies
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