08-07-2021, 04:18 PM
(08-07-2021, 08:15 AM)josemendez Wrote: Hi there!
There's many ways to do this, I can think of at least three:
- Using particle groups + attachments.
- Setting the particle's inverse mass to zero and override their position (see: http://obi.virtualmethodstudio.com/manua...icles.html). This is basically what static attachments do internally, but you can also manage it manually.
- Using external forces (writing into the solver's externalForces array) to make particles spring towards a target position.
Attachments should work just fine, they are the simplest approach. Can you describe why they didn't work, and was you've tried with them so far?
Thanks for the info! Regarding the particle attachments, I am unsure of what I am doing wrong. Here is what the softbody object looks like:
https://imgur.com/a/0ikSvbF
Here is what my GameObject hierarchy looks like for my character controller:
https://imgur.com/a/Pp3OcCO
And the particle attachment object is just telling the the LeftHand particle group to follow the HandLeft transform from the hierarchy. Anything here seem to be setup wrong?
I have physics-based motion on the HandLeft object that I want the particles to follow. I tried a particle attachment to some other objects, but nothing seems to happen. I am using the other particle attachment (the static chest one) as a reference for how I was setting up this dynamic one.