Issue with Softbody Collisions - Printable Version +- Obi Official Forum (https://obi.virtualmethodstudio.com/forum) +-- Forum: Obi Users Category (https://obi.virtualmethodstudio.com/forum/forum-1.html) +--- Forum: Obi Softbody (https://obi.virtualmethodstudio.com/forum/forum-12.html) +--- Thread: Issue with Softbody Collisions (/thread-3630.html) |
Issue with Softbody Collisions - blobman - 02-11-2022 Hi. I'm encountering some issues when trying to collide my softbody mesh with rigidbody meshes. Here is a demo: You can see, after a few collisions, my rigidbody mesh can get inside of my softbody mesh. Collider settings on my rigidbody mesh: Few things I've tried to mitigate this issue: - Tuning the ObiSolver (using parallel eval. and adding iterations) - Adding a distance field to the Obi Collider both did not work. Would love to get a better understanding on why this happens and what causes this issue. RE: Issue with Softbody Collisions - josemendez - 02-11-2022 Hi! This is called tunneling and is an extremely common issue in games. We have a video on it: https://www.youtube.com/watch?v=ms0Z35GY6pk&list=PLnCR8_XCOgrZL8gNxeuGJSrMUXHdJMXKn Small, moving objects are more prone to tunnel trough other objects. MeshColliders are in particular very prone to it when colliding against small particles, since they are hollow: the surface of a MeshCollider is infinitely thin and it has no volume. So once a particle passes trough its surface, it will stay inside. The solution in this case is to use distance fields instead: they are both much faster and more robust than MeshColliders. See: http://obi.virtualmethodstudio.com/manual/6.3/distancefields.html kind regards, |