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Certain Meshes not Rendering (Invisible)
#1
Hi,

I just recently purchased Obi Softbody and have been trying to integrate it into my project. I was able to follow the Youtube tutorial just fine and everything worked with a standard sphere. 

Now I'm trying to use a skinned mesh but nothing is being rendered when I assign the 'Mesh' onto the 'Skinned Mesh Renderer' component.

I have done the following:
 - Enabled Read/Write on the mesh
 - Copying the 'Skinned Mesh Renderer' component from another to ensure the 'Bounds' are correct
 - Adding the Obi components to a pre-existing (working) mesh after deleting the associated armature. | This rendered at first (as broken disjointed triangles) but disappeared after running.
 - Smashed face on keyboard

The fourth attempt was the most satisfying but nearly resulted in a fatal error.
Any help would be appreciated!

[Image: Obi1.jpg]
[Image: Obi2.jpg]
[Image: Obi3.jpg]
https://ibb.co/dJyJFkX
https://ibb.co/mNpvS2c
https://ibb.co/L8QTH8S
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#2
Quote:This rendered at first (as broken disjointed triangles) but disappeared after running



In the last pic, your cluster network looks quite fragmented. This can cause particles to "fall off" the main shape and make it look like a fragmented triangle mesh, or even cause it to disappear. You should increase your soft cluster radius a bit and re-generate the blueprint. See:
http://obi.virtualmethodstudio.com/tutor...setup.html


Quote:If parts of your softbody are detaching from it at runtime, it means your cluster network is fragmented. Use a larger soft cluster radius to ensure all clusters overlap with each other.
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#3
Thanks for the suggestion! I was able to get it rendering correctly.

Now I'm trying to stabilize the simulation a little more.

In the example shown in this picture, the brush being held constantly jitters. 
The brush has a Mesh Collider, Rigidbody, Obi Rigidbody, and Obi Collider attached.
I played with the Obi Solver settings but couldn't get things to settle down.

[Image: Obi4.jpg]
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#4
Hi,

MeshColliders are very expensive and quite prone to tunneling, specially for dynamic objects. Consider using a primitive collider (a capsule) or a distance field:
http://obi.virtualmethodstudio.com/tutor...ields.html

As for jittering, check that the mass ratio between the burst and the hand particles is sane enough (below 1:10 is recommended in all physics engines).
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