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Attaching SoftBody/Solver to moving Rigidbody
#3
(16-11-2021, 09:58 AM)josemendez Wrote: Looks like there's very few vertices in your softbody and they're very spaced apart. Obi will generate one particle per vertex, but in your case this covers less than 10% of the bumper's surface. Unless you hit a particle exactly head-on (very unlikely) no collisions will take place. You should have more vertices in there, and ensure particles cover most of the surface.

Other possible reasons are:
- Collision constraits globally disabled in the solver (under the "Constraints" foldout)
- Improper setup of collisions filters (see collisions).

Remember than Obi is a particle-based engine. Only particles generate collisions. Imho, using a particle engine for car damage is not a good choice. Most car damage/destruction engines are strut based (BeamNG) or tetrahedron based, with mesh-based collision detection.

Should me more like 200-300 fps. I see you're using Burst as your backend, make sure the jobs debugger and all other performance hogs are disabled: http://obi.virtualmethodstudio.com/manua...kends.html

I have setup the Jobs options as is described in the documentation, when I build the scene, I am getting solid 60fps (capped by my GPU).

But in editor it's very laggy:
https://youtu.be/nnLN7WRieBQ

For the bumper issue, I'll try what you mentioned and get back to you.
Thank you for your help Sonrisa
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Messages In This Thread
RE: Attaching SoftBody/Solver to moving Rigidbody - by vincurekf - 16-11-2021, 10:28 AM