Blend shapes - 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: Blend shapes (/thread-863.html) |
Blend shapes - RandomWaterbird - 01-02-2019 Hi, Three questions: 1. Do blend shapes affect Obi SoftBody simulation in any way? I.e. if a skinned mesh is changed through blend shapes, does that change transfer into the simulation as a new "rest state"? 2. Is it possible to run Obi SoftBody on a compute buffer of your own choosing? I.e., imagine you have your own skinning method and want to run Obi SoftBody on it after the skinning. 3. Can you initialize a mesh programmatically to run on Obi SoftBody? Thanks for your time. RE: Blend shapes - josemendez - 03-02-2019 (01-02-2019, 05:14 PM)RandomWaterbird Wrote: Hi, 1.- No, blend shapes are not accounted for when performing the simulation, as part of what makes the simulation possible is a pretty costly precomputation step (that would have to be performed every frame for blend shapes). 2.- Obi uses Unity's standard SkinnedMeshRenderer for skinning. Any modifications you want to do after it (such as in the vertex shader) should be doable. 3.- Yes you can. However, the initialization method is a coroutine and will take a while to get completed. (since it performs the heavy precomputation I talked about in question #1). |