11-11-2021, 08:32 AM
(This post was last modified: 11-11-2021, 08:39 AM by josemendez.)
(11-11-2021, 07:06 AM)Snail921 Wrote: I have just read through the wip manual of the Obi Bone.
What is the main advantage of Obi Bone when we compare it with the Unity's default physics system?
The main advantage is that ObiBone allows for two-way coupling between animation and simulation, Unity does not (though you could implement this by driving motorized joints using animation, cumbersome but possible). In a nutshell, this means animation drives the physics, and physics can modify the animation. The first couple gifs in the manual -the dragon’s tail pushing a box and being pushed back by it- showcase this pretty well.
Then you have the usual advantages shared by all Obi assets:
- Obi is unconditionally stable (not just ObiBone) as its based on XPBD, Unity is not.
- Obi is fully multithreaded and vectorized, Unity’s physics are not by default.
- Obi offers substepping, Unity does not (again, you can sort of implement it yourself, though collision detection in Unity is part of the physics step so considerably more expensive to substep)
- Unity does not have an equivalent of Obi’s surface collisions, so any deformable object must use discrete sampling.
- Obi is an unified solver, which means bones can interact with cloth, fluids, etc. Unity uses separate solvers for cloth, rigidbodies, etc.