Mesh deforming (looking for suggestions)

This seems simple enough, but I can’t seem to figure out a nice way to do it.

I want to create a sandy ground terrain, and then have someone walking across it, leaving footprints in their wake. Is there a technique to getting these footprints to show realistically?

I thought of some sort of texture UV map, but my sketching skills with a mouse are abysmal, and the results turn out very poor. Is there a way to take an object and “push” it into another and force a deflection on the mesh? Then I could use that as a starting point to the sand footprints, and have some actual depressions to work from.

Hmm, just thought of something I hadnt tried before, maybe using a height map of just some footprint shapes, and applying that to the existing ground mesh.

If there are other options, better, easier, even procedural. I’m open to it.

check the tutorial i just left in this forum. it may give you a couple of ideas.

Ooooooh! Proportional editing. I think that will do the trick exactly! Thanks, guess I shouldn’t ignore tutorials just because the object being modeled isnt something I’m trying to work on.

The technique is good for other things.

yes, also bear in mind that if you were doing a river valley for example, you can make a bezier curve, subdivide if necessary , and convert to mesh, subdivide that, then join it to the surface and use it as your deforming tool.
<thanks to theeth btw for the code that makes the pet tool work so nicely in 2.37>

I’m not sure i follow you --Use it new mesh as a defoming tool? as in you have just attached these vertexs to the mesh?

I am doing a tank rolloing over terrain. I’m using my python script to deform the mesh at this point.

Delt0r