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Softbody for head Model sinks into ground - Printable Version

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Softbody for head Model sinks into ground - djones2 - 10-05-2024

I made a softbody for a head model, the softbody setup is the same as the Full body volumetric simulation sample scene, when i enter playmode the softbody just sinks into the ground, is it the solver or softbody that is the problem, i binded the skin before i entered playmode. I attached screenshots of the settings, A video showing the effect can be found at https://drive.google.com/file/d/11gGaQRCAhg48fMeyYQvxI-sOcoHXxdzI/view?usp=sharing


RE: Softbody for head Model sinks into ground - josemendez - 11-05-2024

(10-05-2024, 11:16 PM)djones2 Wrote: I made a softbody for a head model, the softbody setup is the same as the Full body volumetric simulation sample scene, when i enter playmode the softbody just sinks into the ground, is it the solver or softbody that is the problem, i binded the skin before i entered playmode. I attached screenshots of the settings, A video showing the effect can be found at https://drive.google.com/file/d/11gGaQRCAhg48fMeyYQvxI-sOcoHXxdzI/view?usp=sharing

Hi,

Looks like your softbody blueprint is too high resolution for your solver’s budget. Either increase your budget (in the solver’s constraints foldout, set shape matching constraints evaluation mode to “sequential” and increase the amount of iterations spent on them) or reduce your blueprint’s sampling resolution, so it has less particles/constraints.

You can also increase the amount of substeps spent on the entire simulation, these are found in your ObiFixedUpdater component. You’re currently using 2, the default value is 4 which should yield better quality and stiffer constraints overall.

The manual contains a very in-depth explanation of how the engine works internally and how iterations and substeps affect the results. See: https://obi.virtualmethodstudio.com/manual/6.3/convergence.html

Kind regards,