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When will Obi Softbody support mix animation and simulation in a single vertex?
#7
(21-10-2021, 02:36 PM)josemendez Wrote: Hi there!

Sorry for taking so long to answer this, I've been working on this feature (which I call Full-Body Volumetric Softbody or FBVS) for a few months now. It's pretty much finished, only documentation and minor polishing left. Should be out in a few weeks.

In addition to this, many improvements to softbody blueprint generation workflow have been made:

- Geodesic voxel clustering: automatic optimal cluster radius, clusters don't "jump" trough gaps in the model. For instance, clusters from the right leg of a character won't include particles from the left leg, even if they're spatially very close.

- Topology-independent particle anisotropy: particle shape and orientation is automatically chosen, independent of model vertex density. No longer will areas with few vertices require to use a larger anisotropy radius for the entire model.

- Symmetry enforcement: particle and cluster layout is symmetric for symmetric models.

In practice, all this means no more hand-tuning of unintuitive blueprint parameters: there's a single "resolution" parameter now. Blueprint quality is much higher than in previous versions: less clusters, less particles, but much better placed.

Will give some more details very soon!
Super excited for all of these!
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Messages In This Thread
RE: When will Obi Softbody support mix animation and simulation in a single vertex? - by whack - 09-11-2021, 06:53 PM