Trying to make Kelp - Printable Version +- Obi Official Forum (https://obi.virtualmethodstudio.com/forum) +-- Forum: Obi Users Category (https://obi.virtualmethodstudio.com/forum/forum-1.html) +--- Forum: Obi Rope (https://obi.virtualmethodstudio.com/forum/forum-4.html) +--- Thread: Trying to make Kelp (/thread-523.html) |
Trying to make Kelp - gentlemango - 08-04-2018 Hi I'm trying to recreate the kelp stalks from Abzu, and I'm trying to figure out if Obi Rope is a good solution. Video of the Abzu kelp forest I'm not looking to have as many kelp as they do, maybe between 10-20, but I'm looking to emulate the visuals and behavior of the kelp as closely as possible. Here is what I'm hoping to achieve:
Does that seem feasible with Obi Rope? RE: Trying to make Kelp - josemendez - 09-04-2018 (08-04-2018, 02:02 AM)gentlemango Wrote: Hi I'm trying to recreate the kelp stalks from Abzu, and I'm trying to figure out if Obi Rope is a good solution. imho ObiRope not a good tool to simulate this, for various reasons: - Ropes do not model torsion, so controlling the motion of leaves attached to them is pretty much imposible. - Rope mesh geometry is recalculated every frame. This is unnecessary in your case as the kelp does not deform a lot. - Ropes are meant for accurate collision detection, two-way rigidbody coupling, etc. Kelp in the video you sent is pretty much passive: it just gets out of the way of the diver, when it gets too close. Its dynamics could be easily implemented in a vertex shader (which would also be a much more performant solution). The swaying could be a implemented as simple sin() function, or more complex ones depending on what you need. I strongly encourage you to use a simpler, shader-based custom solution to deform a static mesh. This is also probably the way the kelp in the video was done. RE: Trying to make Kelp - gentlemango - 17-04-2018 (09-04-2018, 05:20 PM)josemendez Wrote: imho ObiRope not a good tool to simulate this, for various reasons: Thanks for the reply. |