08-12-2021, 10:44 PM
(This post was last modified: 08-12-2021, 10:48 PM by josemendez.)
(08-12-2021, 09:01 PM)benro Wrote: I made a cube mesh in blender that has a total of 32 triangles in it's top surface, and then I created a softbody surface blueprint with a surface sampling resolution of 64 using it.
The cube that results definitely has some softbody characteristic - namely, it bounces when it hits the ground. However when I "poke" it with an Obi collider, the collider just passes through it. I am trying to make it cause a concave depression in the surface of the cube.
FWIW, this is the "stick" I use to "poke" the softbody by dragging it in the Scene window while in play mode: https://postimg.cc/H8DR8S51
I tried playing with some the settings in blueprint editor, adjusting the sliders in the Obi Softbody component, and adding volume sampling. However I'm still not achieving the desired effect. And the scenes runs at about 0.2 FPS. Any ideas what I should be doing differently?
Obi is a particle-based engine, so particles are used for collision detection. If you use a thin, long object like the “stick” you mention it will be very easy for it to just slip in-between particles. Adding a ObiParticleRenderer component to your softbody to see the particles at runtime will make this problem obvious. Just make your stick thicker in relation to particle size, and ensure your mesh has good particle coverage.
Also, keep in mind that moving an object by dragging it in the scene view is actually teleporting it: no physic simulation of any kind is involved, so you’re not giving other objects in the scene any chance to oppose this movement (via forces). This will of course make it even easier to poke trough any surface, including softbodies.
Regarding performance, 0.2 fps is certainly not normal. All included sample scenes should run over 200 fps, and something as simple as the setup you describe should run much faster than that. What solver backend are you using?