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Practical question about partial skeleton mesh softbody - obitester - 09-12-2021

Is there anyway we can simulate some vertices of skeleton mesh while keep the vertices that we don't want simulate just follow the skeleton animation instead of following just one target bone by using ObiParticleAttachment?

I've tried delete unwanted particles and change the related property, e.g max deformation distance nothing satisfactory so far


RE: Practical question about partial skeleton mesh softbody - josemendez - 10-12-2021

(09-12-2021, 03:31 PM)obitester Wrote: Is there anyway we can simulate some vertices of skeleton mesh while keep the vertices that we don't want simulate just follow the skeleton animation instead of following just one target bone by using ObiParticleAttachment?

Hi!

Yes, deleting unwanted particles in the blueprint editor and then using a low enough skinning distance for skinning (or hand-painting the skin weights) will do that, see: http://obi.virtualmethodstudio.com/manual/6.3/softbodyskinner.html

That's how the ElasticCharacter sample scene works, in order to simulate only the character's arms and drive the rest of the body using animation.

(09-12-2021, 03:31 PM)obitester Wrote: I've tried delete unwanted particles and change the related property, e.g max deformation distance nothing satisfactory so far

"Max deformation" has absolutely nothing to do with animation / simulation blending. It determines the maximum percentage of plastic deformation the material can undergo. If set to zero, the material won't be plastic at all. If set to 1, the material can be permanently absorb any deformation. See:
http://obi.virtualmethodstudio.com/manual/6.3/shapematchingconstraints.html